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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 2006 UTC vs.
Revision 1.274 by root, Wed Apr 21 06:40:57 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 1.7 2006/08/27 16:15:13 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 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 83
225 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 ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->extendable_init (); //HACK 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=1; /* 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
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 */
257 219
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; 224 peaceful = 1; /* default peaceful */
270 p->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 = add_string (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 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 229}
300 230
301 231void
302/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
303static void set_first_map(object *op)
304{ 233{
305 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 235
311/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315 237
316int add_player(NewSocket *ns) { 238 if (ob)
317 player *p; 239 ob->destroy ();
318 240
319 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
320 p->socket = *ns; 242}
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331 243
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
333 add_friendly_object(p->ob); 245{
334 send_rules(p->ob); 246 /* Clear item stack */
335 send_news(p->ob); 247 free (stack_items);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 248}
340 249
341/* 250/*
342 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
345 */ 254 */
255static archetype *
346archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
347{ 257{
348 archetype *start = at; 258 // archetypes could have been reloaded
349 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 260
351 at=first_archetype; 261 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 262 return at;
356 if (at == start) { 263
357 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 265
359 } 266 for (;;)
360 } 267 {
361} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
362 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
363 277
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 *
364object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
365 object *op = NULL; 301 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 302 objectlink *ol;
368 unsigned lastdist; 303 unsigned lastdist;
369 rv_vector rv; 304 rv_vector rv;
370 305
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 307 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 309 continue;
398 310
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
408 op=pl->ob; 312 {
313 op = ol->ob;
409 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
410 } 316 }
411 } 317
412 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
413#if 0 326#if 0
414 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)");
415#endif 328#endif
416 return op; 329 return op;
417} 330}
418 331
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 350 * is probably not a good thing.
438 */ 351 */
439#define MAX_SPACES 50 352#define MAX_SPACES 50
440
441 353
442/* 354/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 373 * is blocking itself.
462 */ 374 */
375int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
464 rv_vector rv; 378 rv_vector rv;
465 sint16 x,y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 380
469 get_rangevector(mon, pl, &rv, 0); 381 get_rangevector (mon, pl, &rv, 0);
470 382
471 if (rv.distance<mindiff) return 0; 383 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 384 return 0;
724}
725 385
726void confirm_password(object *op) { 386 mapxy pos (mon);
387 dir = rv.direction;
388 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
389 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 390
728 op->contr->write_buf[0]='\0'; 391 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 392 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 393 return 0;
731}
732 394
395 while (diff > 1 && max > 0)
396 {
397 mapxy lastpos = pos;
398
399 pos.move (dir);
400
401 /* Space is blocked - try changing direction a little */
402 if (!pos.normalise ()
403 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
404 && blocked_link (mon, pos.m, pos.x, pos.y)))
405 {
406 /* recalculate direction from last good location. Possible
407 * we were not traversing ideal location before.
408 */
409 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
410 if (rv.direction != dir)
411 {
412 /* OK - says direction should be different - lets reset the
413 * the values so it will try again.
414 */
415 pos = lastpos;
416 dir = firstdir = rv.direction;
417 }
418 else
419 {
420 /* direct path is blocked - try taking a side step to
421 * either the left or right.
422 * Note increase the values in the loop below to be
423 * more than -1/1 respectively will mean the monster takes
424 * bigger detour. Have to be careful about these values getting
425 * too big (3 or maybe 4 or higher) as the monster may just try
426 * stepping back and forth
427 */
428 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
429 {
430 if (i == 0)
431 continue; /* already did this, so skip it */
432
433 /* Use lastdir here - otherwise,
434 * since the direction that the creature should move in
435 * may change, you could get infinite loops.
436 * ie, player is northwest, but monster can only
437 * move west, so it does that. It goes some distance,
438 * gets blocked, finds that it should move north,
439 * can't do that, but now finds it can move east, and
440 * gets back to its original point. lastdir contains
441 * the last direction the creature has successfully
442 * moved.
443 */
444 pos = lastpos;
445 pos.move (absdir (lastdir + i));
446
447 if (!pos.normalise ())
448 continue;
449
450 mapspace &ms = *pos;
451
452 if (ms.flags () & P_BLOCKSVIEW)
453 continue;
454
455 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
456 continue;
457
458 if (blocked_link (mon, pos.m, pos.x, pos.y))
459 break;
460 }
461
462 /* go through entire loop without finding a valid
463 * sidestep to take - thus, no valid path.
464 */
465 if (i == DETOUR_AMOUNT + 1)
466 return 0;
467
468 diff--;
469 lastdir = dir;
470 max--;
471 if (!firstdir)
472 firstdir = dir + i;
473 } /* else check alternate directions */
474 } /* if blocked */
475 else
476 {
477 /* we moved towards creature, so diff is less */
478 diff--;
479 max--;
480 lastdir = dir;
481
482 if (!firstdir)
483 firstdir = dir;
484 }
485
486 if (diff <= 1)
487 {
488 /* Recalculate diff (distance) because we may not have actually
489 * headed toward player for entire distance.
490 */
491 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
492 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
493 }
494
495 if (diff > max)
496 return 0;
497 }
498
499 /* If we reached the max, didn't find a direction in time */
500 if (!max)
501 return 0;
502
503 return firstdir;
504}
505
506void
507give_initial_items (object *pl, treasurelist *items)
508{
509 if (pl->randomitems)
510 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
511
512 for (object *next, *op = pl->inv; op; op = next)
513 {
514 next = op->below;
515
516 /* Forces get applied per default, unless they have the
517 * flag "neutral" set. Sorry but I can't think of a better way
518 */
519 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
520 op->set_flag (FLAG_APPLIED);
521
522 /* we never give weapons/armour if these cannot be used
523 * by this player due to race restrictions
524 */
525 if (pl->type == PLAYER)
526 {
527 if ((!pl->flag [FLAG_USE_ARMOUR]
528 &&
529 (op->type == ARMOUR || op->type == BOOTS
530 || op->type == CLOAK || op->type == HELMET
531 || op->type == SHIELD || op->type == GLOVES
532 || op->type == BRACERS || op->type == GIRDLE))
533 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
534 {
535 op->destroy ();
536 continue;
537 }
538 }
539
540 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex
543 */
544 if (op->type == SKILL)
545 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name)
548 {
549 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break;
553 }
554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
559 if (op->type == SPELLBOOK && op->inv)
560 op->inv->clr_flag (FLAG_STARTEQUIP);
561
562 /* Give starting characters identified, uncursed, and undamned
563 * items. Just don't identify gold or silver, or it won't be
564 * merged properly.
565 */
566 if (op->need_identify ())
567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
573 if (op->type == SPELL)
574 {
575 op->destroy ();
576 continue;
577 }
578 else if (op->type == SKILL)
579 {
580 op->set_flag (FLAG_CAN_USE_SKILL);
581 op->stats.exp = 0;
582 op->level = 1;
583 }
584 else /* lock all 'normal items by default */
585 op->set_flag (FLAG_INV_LOCKED);
586 } /* for loop of objects in player inv */
587
588 /* Need to set up the skill pointers */
589 pl->contr->link_skills ();
590}
591
592void
733void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
734 if (party == NULL) { 595 if (party == NULL)
596 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 598 return;
737 } 599 }
600
738 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 605}
743
744 606
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 608static int
609roll_stat ()
610{
747 int a[4],i,j,k; 611 int a[4], i, j, k;
748 612
749 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 614 a[i] = (int) rndm (6) + 1;
751 615
752 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 617 if (a[i] < k)
754 k=a[i],j=i; 618 k = a[i], j = i;
755 619
756 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 621 if (i != j)
758 k+=a[i]; 622 k += a[i];
759 } 623
760 return k; 624 return k;
761} 625}
762 626
763void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
764 int sum=0; 634 int sum = 0;
765 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
767 637
768 do { 638 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 639 break;
770 op->stats.Dex=roll_stat(); 640 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 641
781 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 644
790 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 647
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 648 stats.exp = 0;
821 op->stats.ac=0; 649 stats.ac = 0;
822 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
823 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
826 660
827 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
828 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
831 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
832} 693}
833 694
834void Roll_Again(object *op) 695static void
696start_info (object *op)
835{ 697{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
844 699
845 if ( op->contr->Swap_First == -1 ) { 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 702}
953 703
954/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
958 * not the class. 708 * not the class.
959 */ 709 */
960 710void
961int key_change_class(object *op, char key) 711player::chargen_race_done ()
962{ 712{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
977 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 721 INVOKE_PLAYER (LOGIN, ob->contr);
979 722
980 op->contr->state=ST_PLAYING; 723 ob->contr->ns->state = ST_PLAYING;
981 724
982 if (op->msg) { 725 if (ob->msg)
983 free_string(op->msg); 726 ob->msg = 0;
984 op->msg=NULL;
985 }
986 727
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 728 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 729 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 730 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 731 esrv_send_inventory (ob, ob);
1001 fix_player(op); 732 ob->update_stats ();
1002 733
1003 /* This moves the player to a different start map, if there 734 /* This moves the player to a different start map, if there
1004 * is one for this race 735 * is one for this race
1005 */ 736 */
1006 if(*first_map_ext_path) { 737 if (*first_map_ext_path)
1007 object *tmp; 738 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 739 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 740 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 741}
1023 return 0;
1024 }
1025 742
743void
744player::chargen_race_next ()
745{
1026 /* Following actually changes the race - this is the default command 746 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 747 * if we don't match with one of the options above.
1028 */ 748 */
1029 749
1030 tmp_loop = 0; 750 do
1031 while(!tmp_loop) { 751 {
1032 const char *name = add_string (op->name); 752 shstr name = ob->name;
1033 int x = op->x, y = op->y; 753 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 754
1035 remove_ob (op); 755 ob->remove_statbonus ();
756 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 757 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 758 ob->arch->copy_to (ob);
1038 op->instantiate (); 759 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 760 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 761 ob->name = ob->name_pl = name;
1041 op->name = name; 762 ob->x = x;
1042 free_string(op->name_pl); 763 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 764 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 765 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 766 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 767 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 768 }
769 while (!allowed_class (ob));
770
1055 update_object(op,UP_OBJ_FACE); 771 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 772 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 773 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 774 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 775 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 776 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 777}
1066 778
1067int key_confirm_quit(object *op, char key) 779static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 780flee_player (object *op)
781{
1113 int dir,diff; 782 int dir, diff;
1114 rv_vector rv; 783 rv_vector rv;
1115 784
1116 if(op->stats.hp < 0) { 785 if (op->stats.hp < 0)
786 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 787 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 788 op->clr_flag (FLAG_SCARED);
1119 return; 789 return;
790 }
791
792 if (!op->enemy)
1120 } 793 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 794 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 795 op->clr_flag (FLAG_SCARED);
1125 return; 796 return;
1126 } 797 }
1127 798
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 799 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 } 800 {
801 op->enemy = NULL;
802 op->clr_flag (FLAG_SCARED);
803 return;
804 }
805
1143 get_rangevector(op, op->enemy, &rv, 0); 806 get_rangevector (op, op->enemy, &rv, 0);
1144 807
1145 dir=absdir(4+rv.direction); 808 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 809 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 810 {
811 int m = 1 - rndm (2) * 2;
812
813 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
814 return;
815 }
816
1153 /* Cornered, get rid of scared */ 817 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 818 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 819 op->enemy = NULL;
1156} 820}
1157
1158 821
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 822/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 823 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 824 * stop.
1162 */ 825 */
826int
1163int check_pick(object *op) { 827check_pick (object *op)
828{
1164 object *tmp, *next; 829 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 830 int stop = 0;
1167 int j, k, wvratio; 831 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 832
1170
1171 /* if you're flying, you cna't pick up anything */ 833 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 834 if (op->move_type & MOVE_FLYING)
1173 return 1; 835 return 1;
1174 836
1175 op_tag = op->count;
1176
1177 next = op->below; 837 next = op->below;
1178 if (next) 838
1179 next_tag = next->count; 839 int cnt = MAX_ITEM_PER_ACTION;
840#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 841
1181 /* loop while there are items on the floor that are not marked as 842 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 843 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 844 while (next && !next->destroyed ())
1184 { 845 {
1185 tmp = next; 846 tmp = next;
1186 next = tmp->below; 847 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 848
1190 if (was_destroyed (op, op_tag)) 849 if (cnt <= 0)
850 {
851 op->failmsg ("Couldn't pickup all items at once.");
852 return 0;
853 }
854
855 if (op->destroyed ())
1191 return 0; 856 return 0;
1192 857
1193 if ( ! can_pick (op, tmp)) 858 if (!can_pick (op, tmp))
1194 continue; 859 continue;
1195 860
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 861 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 862 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 863 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 864 CHK_PICK_PICKUP;
865
1200 continue; 866 continue;
1201 } 867 }
1202 868
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 869 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 870 if (op->contr->mode & PU_DEBUG)
1240 { 871 {
1241 /* some debugging code to figure out item information */ 872 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 873 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 874 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 875 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 876 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 877 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 878
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 879 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 880 }
881
882 if (op->contr->mode & PU_INHIBIT)
883 return 1;
884
885 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
886 return 1;
887
1280 /* philosophy: 888 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 889 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 890 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 891 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 892 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 893 * example.
1286 * The drawback: right now it has no frontend, so you need to 894 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 895 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 896 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 899 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 900 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 901 * meaning if any test passes, the item gets picked up. */
1294 902
1295 /* if mode is set to pick nothing up, return */ 903 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 904 if (op->contr->mode == PU_NOTHING)
905 return 1;
1298 906
1299 /* if mode is set to stop when encountering objects, return */ 907 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 908 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 909 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 910 if (op->contr->mode & PU_STOP)
911 return 0;
1304 912
1305 /* useful for going into stores and not losing your settings... */ 913 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 914 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 915 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 916 if (op->contr->mode & PU_INHIBIT)
917 return 1;
1309 918
1310 /* prevent us from turning into auto-thieves :) */ 919 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 920 if (tmp->flag [FLAG_UNPAID])
921 continue;
1312 922
1313 /* ignore known cursed objects */ 923 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 924 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
925 continue;
1315 926
1316 /* all food and drink if desired */ 927 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 928 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 929 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 930 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 931 {
932 CHK_PICK_PICKUP;
933 continue;
934 }
935
1321 if(op->contr->mode & PU_DRINK) 936 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 937 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 938 {
939 CHK_PICK_PICKUP;
940 continue;
941 }
1324 942
1325 if(op->contr->mode & PU_POTION) 943 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 944 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 945 {
946 CHK_PICK_PICKUP;
947 continue;
948 }
1328 949
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 950 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 951 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 952 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
1333 if(op->contr->mode & PU_SKILLSCROLL) 958 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 959 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
1336 if(op->contr->mode & PU_READABLES) 965 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 966 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 967 {
968 CHK_PICK_PICKUP;
969 continue;
970 }
1339 971
1340 /* wands/staves/rods/horns */ 972 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 973 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 974 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 975 || tmp->type == ROD
976 || tmp->type == HORN
977 || tmp->type == POWER_CRYSTAL)
978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1344 982
1345 /* pick up all magical items */ 983 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 984 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 985 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 986 && !tmp->flag [FLAG_KNOWN_CURSED])
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
1349 991
1350 if(op->contr->mode & PU_VALUABLES) 992 if (op->contr->mode & PU_VALUABLES)
1351 { 993 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 994 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
1354 } 999 }
1355 1000
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1001 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1002 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1003 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1004 || tmp->type == AMULET
1005 || tmp->type == GIRDLE
1006 || tmp->type == SKILL_TOOL)
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 /* we don't forget dragon food */
1013 if (op->contr->mode & PU_FLESH)
1014 if (tmp->type == FLESH)
1015 {
1016 CHK_PICK_PICKUP;
1017 continue;
1018 }
1360 1019
1361 /* bows and arrows. Bows are good for selling! */ 1020 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1021 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1022 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1027
1365 if(op->contr->mode & PU_ARROW) 1028 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1029 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1368 1034
1369 /* all kinds of armor etc. */ 1035 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1036 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1037 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1373 if(op->contr->mode & PU_HELMET) 1043 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1044 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1376 if(op->contr->mode & PU_SHIELD) 1050 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1051 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1052 {
1053 CHK_PICK_PICKUP;
1054 continue;
1055 }
1056
1379 if(op->contr->mode & PU_BOOTS) 1057 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1058 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1382 if(op->contr->mode & PU_GLOVES) 1064 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1065 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1385 if(op->contr->mode & PU_CLOAK) 1071 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1072 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1388 1077
1389 /* hoping to catch throwing daggers here */ 1078 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1079 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1080 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1393 1085
1394 /* careful: chairs and tables are weapons! */ 1086 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1087 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1088 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1089 if (tmp->type == WEAPON)
1398 { 1090 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1091 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1092 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1093 continue;
1402 } 1094 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1095 }
1410 1096
1411 /* misc stuff that's useful */ 1097 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1098 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1099 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1100 {
1101 CHK_PICK_PICKUP;
1102 continue;
1103 }
1415 1104
1416 /* any of the last 4 bits set means we use the ratio for value 1105 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1106 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1107 if (op->contr->mode & PU_RATIO)
1419 { 1108 {
1420 /* use value density to decide what else to grab */ 1109 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1110 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1111 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1112 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1113 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1114 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1115 {
1427 pick_up(op, tmp);
1428#if 0 1116#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1117 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1118 if (tmp->name != NULL)
1119 {
1431 fprintf(stderr,"%s", tmp->name); 1120 fprintf (stderr, "%s", tmp->name);
1432 } 1121 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1122 else
1123 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1124 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1125 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1126#endif
1437 continue; 1127 CHK_PICK_PICKUP;
1438 } 1128 continue;
1129 }
1130 } /* the new pickup model */
1439 } 1131 }
1440 } /* the new pickup model */ 1132
1441 }
1442 return ! stop; 1133 return !stop;
1134}
1135
1136/* routine for both players and monsters. We call this when
1137 * there is a possibility for our action distrubing our hiding
1138 * place or invisiblity spell. Artefact invisiblity causes
1139 * "noise" instead. If we arent invisible to begin with, we
1140 * return 0.
1141 */
1142static int
1143action_makes_visible (object *op)
1144{
1145 if (op->invisible && op->flag [FLAG_ALIVE])
1146 {
1147 if (op->flag [FLAG_MAKE_INVIS])
1148 {
1149 // artefact invisibility is permanent, but we still make noise
1150 // this is important for game-balance.
1151 if (op->contr)
1152 op->make_noise ();
1153
1154 return 0;
1155 }
1156
1157 if (op->contr && op->contr->tmp_invis == 0)
1158 return 0;
1159
1160 /* If monsters, they should become visible */
1161 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1162 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1164 return 1;
1165 }
1166 }
1167
1168 return 0;
1443} 1169}
1444 1170
1445/* 1171/*
1446 * Find an arrow in the inventory and after that 1172 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1173 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1174 * found object is returned.
1449 */ 1175 */
1176static object *
1450object *find_arrow(object *op, const char *type) 1177find_arrow (object *op, const char *type)
1451{ 1178{
1452 object *tmp = NULL; 1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1181 return splay (tmp);
1453 1182
1454 for(op=op->inv; op; op=op->below) 1183 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1184 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1185 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1186 {
1458 else if (op->type==ARROW && op->race==type) 1187 splay (tmp);
1188 return arrow;
1189 }
1190
1459 return op; 1191 return 0;
1460 return tmp;
1461} 1192}
1462 1193
1463/* 1194/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1195 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1196 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1197 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1198 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1199 */
1469 1200static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1201find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1202{
1472 object *tmp = NULL, *arrow, *ntmp; 1203 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1204 int attacknum, attacktype, betterby = 0, i;
1474 1205
1475 if (!type) 1206 if (!type)
1476 return NULL; 1207 return NULL;
1477 1208
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1209 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1210 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1211 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1481 i = 0; 1212 {
1213 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1214 ntmp = find_better_arrow (arrow, target, type, &i);
1215
1483 if (i > betterby) { 1216 if (i > betterby)
1484 tmp = ntmp; 1217 {
1485 betterby = i; 1218 tmp = ntmp;
1486 } 1219 betterby = i;
1220 }
1221 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1222 else if (arrow->type == ARROW && arrow->race == type)
1223 {
1488 /* allways prefer assasination/slaying */ 1224 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1225 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1226 {
1491 if (arrow->attacktype & AT_DEATH) { 1227 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1228 {
1493 return arrow; 1229 *better = 100;
1494 } else { 1230 return arrow;
1495 tmp = arrow; 1231 }
1232 else
1233 {
1234 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1235 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1236 }
1498 } else { 1237 }
1238 else
1239 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1240 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1241 {
1500 attacktype = 1<<attacknum; 1242 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1243 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1244 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1245 {
1246 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1247 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1248 }
1506 } 1249 }
1250
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1251 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1252 {
1253 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1254 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1255 }
1256
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1257 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1258 {
1259 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1260 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1261 }
1262 }
1263 }
1515 } 1264 }
1516 } 1265
1517 }
1518 if (tmp == NULL && arrow == NULL) 1266 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1267 return find_arrow (op, type);
1520 1268
1521 *better = betterby; 1269 *better = betterby;
1522 return tmp; 1270 return tmp;
1523} 1271}
1524 1272
1525/* looks in a given direction, finds the first valid target, and calls 1273/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1274 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1275 * op = the shooter
1528 * type = bow->race 1276 * type = bow->race
1529 * dir = fire direction 1277 * dir = fire direction
1530 */ 1278 */
1531 1279static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1280pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1281{
1534 object *tmp = NULL; 1282 object *tmp = NULL;
1535 mapstruct *m; 1283 maptile *m;
1536 int i, mflags, found, number; 1284 int i, mflags, found, number;
1537 sint16 x, y; 1285 sint16 x, y;
1538 1286
1539 if (op->map == NULL) 1287 if (op->map == NULL)
1540 return find_arrow(op, type); 1288 return find_arrow (op, type);
1541 1289
1542 /* do a dex check */ 1290 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1291 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1292 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1293 return find_arrow (op, type);
1546 1294
1547 m = op->map; 1295 m = op->map;
1548 x = op->x; 1296 x = op->x;
1549 y = op->y; 1297 y = op->y;
1550 1298
1551 /* find the first target */ 1299 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1300 for (i = 0, found = 0; i < 20; i++)
1301 {
1553 x += freearr_x[dir]; 1302 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1303 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1304 mflags = get_map_flags (m, &m, x, y, &x, &y);
1305
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1306 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1307 {
1558 break; 1308 tmp = 0;
1309 break;
1310 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1311 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1312 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1313 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1314 * perhaps a bad assumption.
1562 */ 1315 */
1563 tmp = NULL; 1316 tmp = 0;
1564 break; 1317 break;
1565 } 1318 }
1319
1566 if (mflags & P_IS_ALIVE) { 1320 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1321 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1322 if (tmp->flag [FLAG_ALIVE])
1569 found++; 1323 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1324 }
1576 if (tmp == NULL) 1325
1326 if (!tmp)
1577 return find_arrow(op, type); 1327 return find_arrow (op, type);
1578 1328
1579 if (tmp->head) 1329 if (tmp->head)
1580 tmp = tmp->head; 1330 tmp = tmp->head;
1581 1331
1582 return find_better_arrow(op, tmp, type, &i); 1332 return find_better_arrow (op, tmp, type, &i);
1583} 1333}
1584 1334
1585/* 1335/*
1586 * Creature fires a bow - op can be monster or player. Returns 1336 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1337 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1340 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1341 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1342 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1343 * player fire modes.
1594 */ 1344 */
1345int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1346fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1347{
1598 object *left, *bow; 1348 object *left, *bow;
1599 tag_t left_tag, tag; 1349 int mflags;
1600 int bowspeed, mflags; 1350 maptile *m;
1601 mapstruct *m;
1602 1351
1603 if (!dir) { 1352 if (!dir)
1353 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1354 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1355 return 0;
1356 }
1357
1358 if (op->contr)
1359 bow = op->current_weapon;
1360 else
1606 } 1361 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1362 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1363 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1364 * don't need to switch back and forth between bows and weapons.
1613 */ 1365 */
1614 if(bow->type==BOW) 1366 if (bow->type == BOW)
1615 break; 1367 break;
1616 1368
1617 if (!bow) { 1369 if (!bow)
1370 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1371 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1372 return 0;
1620 } 1373 }
1374
1375 // optimisation: move object to top so we will find it quickly again
1376 splay (bow);
1621 } 1377 }
1378
1622 if( !bow->race || !bow->skill) { 1379 if (!bow->race || !bow->skill)
1380 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1381 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1382 return 0;
1625 } 1383 }
1626 1384
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1385 if (arrow == NULL)
1386 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1387 if ((arrow = find_arrow (op, bow->race)) == NULL)
1388 {
1637 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1390 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1391 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1392 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1393 op->clr_flag (FLAG_READY_BOW);
1394
1643 return 0; 1395 return 0;
1644 } 1396 }
1645 } 1397 }
1398
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1399 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1400 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1401 return 0;
1649 } 1402
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1403 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1404 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1406 return 0;
1653 } 1407 }
1654 1408
1655 /* this should not happen, but sometimes does */ 1409 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1410 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1411 {
1412 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1413 arrow->destroy ();
1414 return 0;
1415 }
1661 1416
1662 left = arrow; /* these are arrows left to the player */ 1417 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1418 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1419 if (!arrow)
1665 if (arrow == NULL) { 1420 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1421 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1422 return 0;
1668 return 0;
1669 } 1423 }
1670 set_owner(arrow, op); 1424
1671 if (arrow->skill) free_string(arrow->skill); 1425 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1426 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1427 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1428
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1429 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1430 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1431 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1432 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1433
1690 /* Note that this was different for monsters - they got their level 1434#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1435 if (player *pl = op->contr)
1692 */
1693 1436 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1438
1439 /* penalize ROF for bestarrow */
1440 if (pl->bowtype == bow_bestarrow)
1441 speed *= .9f;
1442 else
1443 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1444
1445 op->speed_left += speed - op->speed;
1446 }
1447#endif
1448
1449 SET_ANIMATION (arrow, arrow->direction);
1450
1698 /* update the speed */ 1451 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1453 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1454
1704 if (arrow->speed < 1.0) 1455 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1456 arrow->speed_left = 0;
1708 1457
1458 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1459
1709 if (op->type == PLAYER) { 1460 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1461 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1462 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1463 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1464
1465 if (!arrow->slaying)
1466 arrow->slaying = op->slaying;
1467
1468 arrow->attacktype |= op->attacktype;
1469 }
1470 else
1471 {
1720 arrow->level = op->level; 1472 arrow->level = op->level;
1721 } 1473 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1474
1475 if (!arrow->slaying)
1476 arrow->slaying = bow->slaying;
1477
1723 arrow->attacktype |= bow->attacktype; 1478 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1479 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1480
1727 arrow->map = m; 1481 wc -= arrow->level;
1482 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1483
1484 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1485 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1486 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1487
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1488 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1489 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1490
1735 if (!was_destroyed(arrow, tag)) 1491 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1492 move_arrow (arrow);
1737 1493
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1494 return 1;
1745} 1495}
1746 1496
1747/* Special fire code for players - this takes into 1497/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1498 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1499 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1500 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1501 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1502 * hence the function name.
1753 */ 1503 */
1504static int
1754int player_fire_bow(object *op, int dir) 1505player_fire_bow (object *op, int dir)
1755{ 1506{
1756 int ret=0, wcmod=0; 1507 int ret;
1757 1508
1758 if (op->contr->bowtype == bow_bestarrow) { 1509 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1510 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1511 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1512 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1513 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1514 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1515 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1516 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1517 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1518 else if (op->contr->bowtype == bow_threewide)
1519 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1520 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1522 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1523 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1524 else if (op->contr->bowtype == bow_spreadshot)
1525 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1526 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1528 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1529 }
1776 } else { 1530 else
1531 {
1777 /* Simple case */ 1532 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1533 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1534 }
1535
1780 return ret; 1536 return ret;
1781} 1537}
1782
1783 1538
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1539/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1540 * Broken apart from 'fire' to keep it more readable.
1786 */ 1541 */
1542static void
1787void fire_misc_object(object *op, int dir) 1543fire_misc_object (object *op, int dir)
1788{ 1544{
1789 object *item; 1545 object *item = op->contr->ranged_ob;
1790 1546
1791 if (!op->contr->ranges[range_misc]) { 1547 if (!item)
1548 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1549 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1550 return;
1794 } 1551 }
1795 1552
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1553 if (!item->inv)
1554 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1555 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1556 return;
1800 } 1557 }
1801 if (item->type == WAND) { 1558
1802 if(item->stats.food<=0) { 1559 if (!op->apply (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1560 return;
1806 } 1561
1562 if (item->type == WAND)
1563 {
1564 if (item->stats.food <= 0)
1565 {
1566 op->contr->play_sound (sound_find ("wand_poof"));
1567 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1568
1569 return;
1570 }
1571 }
1572 else if (item->type == ROD || item->type == HORN)
1573 {
1574 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1575
1576 // using the maximum of the rods charge allows at least one spell cast
1577 // for a rod or horn, this fixes some broken rods.
1578 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1579 {
1580 op->contr->play_sound (sound_find ("wand_poof"));
1581
1582 if (item->type == ROD)
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1584 else
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1586
1587 return;
1588 }
1589 }
1590
1591 if (cast_spell (op, item, dir, item->inv, NULL))
1592 {
1593 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1594
1595 if (item->type == WAND)
1596 {
1597 if (!(--item->stats.food))
1598 {
1599 object *tmp;
1600
1601 if (item->arch)
1602 {
1603 item->clr_flag (FLAG_ANIMATE);
1604 item->face = item->arch->face;
1605 item->set_speed (0);
1606 }
1607
1608 if (object *pl = item->visible_to ())
1609 esrv_update_item (UPD_ANIM, pl, item);
1610 }
1611 }
1807 } else if (item->type == ROD || item->type==HORN) { 1612 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1613 drain_rod_charge (item);
1837 }
1838 } 1614 }
1839} 1615}
1840 1616
1841/* Received a fire command for the player - go and do it. 1617/* Received a fire command for the player - go and do it.
1842 */ 1618 */
1619bool
1843void fire(object *op,int dir) { 1620fire (object *who, int dir)
1621{
1844 int spellcost=0; 1622 int spellcost = 0;
1845 1623
1624 player *pl = who->contr;
1625
1626 if (pl->golem)
1627 {
1628 control_golem (who->contr->golem, dir);
1629 return false;
1630 }
1631
1632 object *ob = pl->ranged_ob;
1633
1634 if (!ob)
1635 return false;
1636
1637 if (who->speed_left > 0.f)
1638 --who->speed_left;
1639 else
1640 return false;
1641
1642 if (!who->apply (ob))
1643 return false;
1644
1846 /* check for loss of invisiblity/hide */ 1645 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1646 if (action_makes_visible (who))
1647 make_visible (who);
1848 1648
1849 switch(op->contr->shoottype) { 1649 switch (ob->type)
1850 case range_none: 1650 {
1851 return; 1651 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1652 player_fire_bow (who, dir);
1855 return; 1653 break;
1856 1654
1857 case range_magic: /* Casting spells */ 1655 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1656 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1657 break;
1860 1658
1861 case range_misc: 1659 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1660 apply_map_builder (who, dir);
1661 break;
1662
1663 case SKILL:
1664 do_skill (who, who, ob, dir, 0);
1665 break;
1666
1667 case RANGED:
1668 do_skill (who, ob, who->chosen_skill, dir, 0);
1669 break;
1670
1671 default:
1672 fire_misc_object (who, dir);
1673 break;
1674 }
1675
1676 return true;
1677}
1678
1679static object *
1680find_key_ (object *pl, object *container, object *door)
1681{
1682 object *tmp, *key;
1683
1684 /* Should not happen, but sanity checking is never bad */
1685 if (!container->inv)
1686 return 0;
1687
1688 /* First, lets try to find a key in the top level inventory */
1689 for (tmp = container->inv; tmp; tmp = tmp->below)
1690 {
1691 if (door->type == DOOR && tmp->type == KEY)
1692 break;
1693
1694 /* For sanity, we should really check door type, but other stuff
1695 * (like containers) can be locked with special keys
1696 */
1697 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1698 break;
1699 }
1700
1701 /* No key found - lets search inventories now */
1702 /* If we find and use a key in an inventory, return at that time.
1703 * otherwise, if we search all the inventories and still don't find
1704 * a key, return
1705 */
1706 if (!tmp)
1707 {
1708 for (tmp = container->inv; tmp; tmp = tmp->below)
1709 /* No reason to search empty containers */
1710 if (tmp->type == CONTAINER && tmp->inv)
1711 if ((key = find_key_ (pl, tmp, door)))
1712 return key;
1713
1714 if (!tmp)
1886 return; 1715 return 0;
1887 default: 1716 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1717
1889 return; 1718 /* We get down here if we have found a key. Now if its in a container,
1719 * see if we actually want to use it
1720 */
1721 if (pl != container)
1890 } 1722 {
1891} 1723 /* Only let players use keys in containers */
1724 if (!pl->contr)
1725 return 0;
1892 1726
1727 /* cases where this fails:
1728 * If we only search the player inventory, return now since we
1729 * are not in the players inventory.
1730 * If the container is not active, return now since only active
1731 * containers can be used.
1732 * If we only search keyrings and the container does not have
1733 * a race/isn't a keyring.
1734 * No checking for all containers - to fall through past here,
1735 * inv must have been an container and must have been active.
1736 *
1737 * Change the color so that the message doesn't disappear with
1738 * all the others.
1739 */
1740 if (pl->contr->usekeys == key_inventory
1741 || !container->flag [FLAG_APPLIED]
1742 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1743 {
1744 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1745 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1746 return NULL;
1747 }
1748 }
1893 1749
1750 return tmp;
1751}
1894 1752
1895/* find_key 1753/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1754 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1755 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1756 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1758 * pl is the player,
1901 * inv is the objects inventory to searched 1759 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1760 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1761 * This function can be called recursively to search containers.
1904 */ 1762 */
1905 1763object *
1906object * find_key(object *pl, object *container, object *door) 1764find_key (object *pl, object *container, object *door)
1907{ 1765{
1908 object *tmp,*key; 1766 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1767 {
1922 /* No key found - lets search inventories now */ 1768 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1769 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1770 // of searching through containers ourselves.
1925 * a key, return 1771
1926 */ 1772 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1773 }
1933 } 1774 else
1934 if (!tmp) return NULL; 1775 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1776}
1968 1777
1969/* moved door processing out of move_player_attack. 1778/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1779 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1780 * such that the caller should not do anything more,
1972 * 0 otherwise 1781 * 0 otherwise
1973 */ 1782 */
1783static int
1974static int player_attack_door(object *op, object *door) 1784player_attack_door (object *op, object *door)
1975{ 1785{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1786 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1787 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1788 * otherwise, we fall through to the rest of the code.
1980 */ 1789 */
1981 object *key=find_key(op, op, door); 1790 object *key = find_key (op, op, door);
1982 1791
1983 /* IF we found a key, do some extra work */ 1792 /* If we found a key, do some extra work */
1984 if (key) { 1793 if (key)
1794 {
1985 object *container=key->env; 1795 object *container = key->env;
1986 1796
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1797 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1798 make_visible (op);
1799
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1800 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1801 spring_trap (door->inv, op);
1802
1990 if (door->type == DOOR) { 1803 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1804 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1805 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1806 {
1995 "You open the door with the %s", query_short_name(key)); 1807 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1808 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1809 }
1810
1998 /* Do this after we print the message */ 1811 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1812 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1813
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1814 return 1; /* Nothing more to do below */
1815 }
2004 } else if (door->type==LOCKED_DOOR) { 1816 else if (door->type == LOCKED_DOOR)
1817 {
2005 /* Might as well return now - no other way to open this */ 1818 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1819 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1820 return 1;
2008 } 1821 }
1822
2009 return 0; 1823 return 0;
2010} 1824}
2011 1825
2012/* This function is just part of a breakup from move_player. 1826/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1827 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1828 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1829 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1830 * going to try and move (not fire weapons).
2017 */ 1831 */
2018 1832bool
2019void move_player_attack(object *op, int dir) 1833move_player_attack (object *op, int dir)
2020{ 1834{
2021 object *tmp, *mon, *tpl; 1835 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1836 {
2023 int on_battleground; 1837 --op->speed_left;
2024 mapstruct *m; 1838 return true;
1839 }
2025 1840
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 1841 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 1842 sint16 ny = freearr_y[dir] + op->y;
2030 1843
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1844 if (out_of_map (op->map, nx, ny))
1845 return false;
2032 1846
2033 /* If braced, or can't move to the square, and it is not out of the 1847 /* If braced, or can't move to the square, and it is not out of the
2034 * map, attack it. Note order of if statement is important - don't 1848 * map, attack it. Note order of if statement is important - don't
2035 * want to be calling move_ob if braced, because move_ob will move the 1849 * want to be calling move_ob if braced, because move_ob will move the
2036 * player. This is a pretty nasty hack, because if we could 1850 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1851 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1852 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1853 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1854 * move_ob uses.
2041 */ 1855 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1856 maptile *m = op->map->xy_find (nx, ny);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 1857
2054 mon = NULL;
2055 /* Go through all the objects, and find ones of interest. Only stop if 1858 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 1859 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 1860 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 1861 * on the space
2059 */ 1862 */
2060 while (tmp!=NULL) { 1863 object *mon;
2061 if (tmp == op) { 1864 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1865 {
2063 continue; 1866 if ((mon->flag [FLAG_ALIVE]
1867 || mon->type == LOCKED_DOOR
1868 || mon->flag [FLAG_CAN_ROLL])
1869 && mon != op)
1870 break;
2064 } 1871 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1872
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 1873 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 1874 return false; /* into a wall */
2076 1875
2077 if(mon->head != NULL)
2078 mon = mon->head; 1876 mon = mon->head_ ();
2079 1877
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1878 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1879 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door(op, mon)) return; 1880 if (player_attack_door (op, mon))
1881 {
1882 --op->contr->weapon_sp_left;
1883 return true;
1884 }
2082 1885
2083 /* The following deals with possibly attacking peaceful 1886 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1887 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1888 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1889 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1890 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1891 * and thus will not push them.
2089 */ 1892 */
2090 1893
2091 /* If the creature is a pet, push it even if the player is not 1894 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 1895 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1896 * player owns it and it is either friendly or unagressive.
2094 */ 1897 */
2095 if ((op->type==PLAYER) 1898 if (op->type == PLAYER
2096#if COZY_SERVER 1899 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1900 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1901 || mon->owner == op)
2102 ) 1902 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2103#else 1903 {
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2107 {
2108 /* If we're braced, we don't want to switch places with it */ 1904 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 1905 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1906 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 1907
1908 if (op->speed_left > 0.f)
1909 {
1910 --op->speed_left;
1911
1912 op->play_sound (sound_find ("push_player"));
1913 push_ob (mon, dir, op);
1914
1915 if (action_makes_visible (op))
1916 make_visible (op);
1917
1918 return true;
1919 }
1920 else
1921 return false;
1922 }
1923
1924 bool on_battleground = op_on_battleground (op, 0, 0);
1925
2116 /* in certain circumstances, you shouldn't attack friendly 1926 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1927 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1928 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1929 * attack them either.
2120 */ 1930 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1931 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1932 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2123 ( 1933 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1934 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1935 && !on_battleground))
1936 {
1937 if (op->speed_left > 0.f)
1938 {
1939 --op->speed_left;
1940
1941 if (!op->contr->braced)
2130 )) { 1942 {
2131 if (!op->contr->braced) { 1943 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1944 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1945 }
2134 } else { 1946 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 1947 op->statusmsg ("You withhold your attack");
1948
1949 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1950 make_visible (op);
1951
1952 return true;
1953 }
2136 } 1954 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 1955 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 1956 * roll it if not braced. You can't roll it if you are braced.
2142 */ 1957 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1958 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1959 {
1960 if (op->speed_left > 0.f)
1961 {
1962 --op->speed_left;
1963
2144 recursive_roll(mon,dir,op); 1964 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 1965 if (action_makes_visible (op))
2146 } 1966 make_visible (op);
2147 1967
1968 return true;
1969 }
1970 }
2148 /* Any generic living creature. Including things like doors. 1971 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 1972 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 1973 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1974 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1975 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1976 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1977 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 1978 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 1979 {
1980 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1981 {
1982 --op->contr->weapon_sp_left;
2158 1983
2159 /* If the player hasn't hit something this tick, and does 1984 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 1985
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 return true;
1990 }
2168 } 1991 }
2169 1992
2170 skill_attack(mon, op, 0, NULL, NULL); 1993 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 1994}
2188 1995
1996bool
2189int move_player(object *op,int dir) { 1997move_player (object *op, int dir)
2190 int pick; 1998{
2191 object *transport = op->contr->transport; 1999 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2192
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 2000 return 0;
2001
2002 /* Sanity check: make sure dir is valid */
2003 if (dir < 0 || dir > 8)
2004 {
2005 LOG (llevError, "move_player: invalid direction %d\n", dir);
2006 return 0;
2007 }
2008
2009 /* peterm: added following line */
2010 if (op->flag [FLAG_CONFUSED] && dir)
2011 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2012
2013 op->facing = dir;
2014
2015 if (op->flag [FLAG_HIDDEN])
2016 do_hidden_move (op);
2017
2018 bool retval;
2019 int pick = 0;
2020
2021 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2022 retval = RESULT_INT (0);
2023 else if (op->contr->fire_on)
2024 retval = fire (op, dir);
2025 else
2026 {
2027 retval = move_player_attack (op, dir);
2028 pick = check_pick (op);
2029 }
2030
2031 /* Add special check for newcs players and fire on - this way, the
2032 * server can handle repeat firing.
2033 */
2034 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2035 op->direction = dir;
2036 else
2037 op->direction = 0;
2038
2039 /* Update how the player looks. Use the facing, so direction may
2040 * get reset to zero. This allows for full animation capabilities
2041 * for players.
2042 */
2043 animate_object (op, op->facing);
2044
2045 return retval;
2255} 2046}
2256 2047
2257/* This is similar to handle_player, below, but is only used by the 2048/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2049 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2050 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2051 * the new speed values for commands.
2261 * 2052 *
2262 * Returns true if there are more actions we can do. 2053 * Returns true if there are more actions we can do. Should not do
2054 * many actions in a row, as that would be too unfair to other
2055 * players.
2263 */ 2056 */
2057bool
2264int handle_newcs_player(object *op) 2058handle_newcs_player (object *op)
2265{ 2059{
2266 if (op->contr->hidden) { 2060 if (op->flag [FLAG_SCARED])
2267 op->invisible = 1000; 2061 {
2268 /* the socket code flashes the player visible/invisible 2062 if (op->speed_left > 0.f)
2269 * depending on the value of invisible, so we need to 2063 {
2270 * alternate it here for it to work correctly. 2064 --op->speed_left;
2271 */ 2065 flee_player (op);
2272 if (pticks & 2) op->invisible--; 2066
2067 return true;
2068 }
2069 else
2070 return false;
2273 } 2071 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281 2072
2282 if (QUERY_FLAG(op, FLAG_SCARED)) {
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 }
2290
2291 /* I've been seeing crashes where the golem has been destroyed, but
2292 * the player object still points to the defunct golem. The code that
2293 * destroys the golem looks correct, and it doesn't always happen, so
2294 * put this in a a workaround to clean up the golem pointer.
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 }
2302
2303 /* call this here - we also will call this in do_ericserver, but 2073 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2074 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2075 * called, so we recheck it here.
2306 */ 2076 */
2307 HandleClient(&op->contr->socket, op->contr); 2077 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2078 return true;
2309 2079
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2080 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2081 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2082
2320 else return 0; 2083 return false;
2321 } 2084}
2085
2086static int
2087save_life (object *op)
2088{
2089 if (!op->flag [FLAG_LIFESAVE])
2322 return 0; 2090 return 0;
2323}
2324 2091
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2092 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2093 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2094 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2095 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2096 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2097
2337 if (op->contr) 2098 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count); 2099 op->clr_flag (FLAG_LIFESAVE);
2339 remove_ob(tmp); 2100
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0) 2101 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2103
2344 if(op->stats.food<0) 2104 if (op->stats.food < 0)
2345 op->stats.food = 999; 2105 op->stats.food = MAX_FOOD;
2346 fix_player(op); 2106
2107 op->update_stats ();
2347 return 1; 2108 return 1;
2348 } 2109 }
2110
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2111 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2112 op->clr_flag (FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2113 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2114 return 0;
2353} 2115}
2354 2116
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2117/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2118 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2119 * function will descend into containers. op is the object to start the search
2358 * from. 2120 * from.
2359 */ 2121 */
2122static void
2360void remove_unpaid_objects(object *op, object *env) 2123drop_unpaid_items (object *op, object *env)
2361{ 2124{
2362 object *next;
2363
2364 while (op) { 2125 while (op)
2365 next=op->below; /* Make sure we have a good value, in case
2366 * we remove object 'op'
2367 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2369 remove_ob(op);
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 } 2126 {
2379} 2127 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380 2128
2129 if (op->flag [FLAG_UNPAID])
2130 op->insert_at (env);
2131 else if (op->inv)
2132 drop_unpaid_items (op->inv, env);
2381 2133
2382/* 2134 op = next;
2383 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory.
2388 */
2389char *gravestone_text (object *op)
2390{
2391 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF];
2393 time_t now = time (NULL);
2394
2395 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398 else
2399 sprintf (buf, "%s\n", op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 sprintf (buf, "who was in level %d when killed\n", op->level);
2404 else
2405 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER) {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 } 2135 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 return buf2;
2417} 2136}
2418 2137
2138void
2139object::drop_unpaid_items ()
2140{
2141 if (!flag [FLAG_REMOVED])
2142 ::drop_unpaid_items (inv, this);
2143}
2419 2144
2420 2145void
2421void do_some_living(object *op) { 2146do_some_living (object *op)
2147{
2422 int last_food=op->stats.food; 2148 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2149 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2150 int over_hp, over_sp, over_grace;
2425 int i; 2151 int i;
2426 int rate_hp = 1200; 2152 int rate_hp = 1200;
2427 int rate_sp = 2500; 2153 int rate_sp = 2500;
2428 int rate_grace = 2000; 2154 int rate_grace = 2000;
2429 const int max_hp = 1; 2155 const int max_hp = 1;
2430 const int max_sp = 1; 2156 const int max_sp = 1;
2431 const int max_grace = 1; 2157 const int max_grace = 1;
2432 2158
2433 if (op->contr->outputs_sync) { 2159 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2160 {
2435 if (op->contr->outputs[i].buf!=NULL && 2161 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2162 /* the socket code flashes the player visible/invisible
2437 flush_output_element(op, &op->contr->outputs[i]); 2163 * depending on the value of invisible, so we need to
2164 * alternate it here for it to work correctly.
2165 */
2166 if (pticks & 2)
2167 op->invisible--;
2438 } 2168 }
2169 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2170 {
2171 if (!op->invisible--)
2172 {
2173 make_visible (op);
2174 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2175 }
2176 }
2439 2177
2440 if(op->contr->state==ST_PLAYING) { 2178 if (op->contr->ns->state == ST_PLAYING)
2441 2179 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2180 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2181 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2182 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2183 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2184 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2185 {
2186 gen_hp = op->stats.maxhp;
2187 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2188 }
2189
2190 if (op->contr->gen_sp >= 0)
2191 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2192 else
2193 {
2194 gen_sp = op->stats.maxsp;
2195 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2196 }
2197
2198 if (op->contr->gen_grace >= 0)
2199 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2200 else
2201 {
2202 gen_grace = op->stats.maxgrace;
2203 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2204 }
2205
2206 /* Regenerate Grace */
2207 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2208 if (--op->last_grace < 0)
2209 {
2210 if (op->stats.grace < op->stats.maxgrace / 2)
2211 op->stats.grace++; /* no penalty in food for regaining grace */
2212
2213 if (max_grace > 1)
2214 {
2215 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2216 if (over_grace > 0)
2217 {
2218 op->stats.sp += over_grace
2219 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0;
2221 }
2222 else
2223 {
2224 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2225 }
2226 }
2227 else
2228 {
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 /* wearing stuff doesn't detract from grace generation. */
2232 }
2233
2234 if (op->stats.food > 0)
2235 {
2236 /* Regenerate Spell Points */
2237 if (!op->contr->golem && --op->last_sp < 0)
2238 {
2239 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2240
2241 if (op->stats.sp < op->stats.maxsp)
2242 {
2243 op->stats.sp++;
2244
2245 /* dms do not consume food */
2246 if (!op->flag [FLAG_WIZ])
2247 {
2248 op->stats.food--;
2249
2250 if (op->contr->digestion < 0)
2251 op->stats.food += op->contr->digestion;
2252 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2253 op->stats.food = last_food;
2254 }
2255 }
2256
2257 if (max_sp > 1)
2258 {
2259 over_sp = (gen_sp + 10) / rate_sp;
2260 if (over_sp > 0)
2261 {
2262 if (op->stats.sp < op->stats.maxsp)
2263 {
2264 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2265
2266 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2267 op->stats.sp--;
2268
2269 if (op->stats.sp > op->stats.maxsp)
2270 op->stats.sp = op->stats.maxsp;
2271 }
2272
2273 op->last_sp = 0;
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278 else
2279 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2280 }
2281
2282 /* Regenerate Hit Points */
2283 if (--op->last_heal < 0)
2284 {
2285 if (op->stats.hp < op->stats.maxhp)
2286 {
2287 op->stats.hp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2299 }
2300
2301 if (max_hp > 1)
2302 {
2303 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2304
2305 if (over_hp > 0)
2306 {
2307 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2308 op->last_heal = 0;
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2312 }
2313 else
2314 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2315 }
2316 }
2317
2318 /* Digestion */
2319 if (--op->last_eat < 0)
2320 {
2321 int bonus = max (0, op->contr->digestion),
2322 penalty = max (0, -op->contr->digestion);
2323
2324 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2325
2560 /* dms do not consume food */ 2326 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2327 if (!op->flag [FLAG_WIZ])
2562 } 2328 op->stats.food--;
2563 } 2329 }
2564 2330
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2331 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2332 {
2333 object *flesh = 0;
2567 2334
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2335 for_inv_removable (op, tmp)
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2336 {
2337 if (tmp->flag [FLAG_UNPAID])
2338 continue;
2339
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2340 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2341 {
2572 manual_apply(op,tmp,0); 2342 op->statusmsg ("You blindly grab for a bite of food. "
2343 "H<To prevent you from starving, you ate some random item from your backpack.>");
2344 op->apply (tmp);
2345
2573 if(op->stats.food>=0||op->stats.hp<0) 2346 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2347 break;
2575 } 2348 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2349 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2350 flesh = tmp;
2578 } /* end of for loop */ 2351 }
2352
2579 /* If player is still starving, it means they don't have any food, so 2353 /* If player is still starving, it means they don't have any food, so
2580 * eat flesh instead. 2354 * eat flesh instead.
2581 */ 2355 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2356 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2357 {
2584 manual_apply(op,flesh,0); 2358 op->statusmsg ("You blindly grab for a bite of food. "
2585 } 2359 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 } /* end if player is starving */ 2360 op->apply (flesh);
2361 }
2587 2362
2588 while(op->stats.food<0&&op->stats.hp>0) 2363 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2364 if (op->stats.food < 0)
2590 2365 op->failmsg ("You are starving! "
2591 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2366 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2592 kill_player(op);
2593}
2594
2595 2367 }
2368
2369 if (op->stats.food < 0)
2370 {
2371 op->stats.hp += op->stats.food;
2372 op->stats.food = 0;
2373
2374 if (op->stats.hp < 0)
2375 {
2376 op->contr->killer = archetype::get ("killer_starvation");
2377 op->contr->killer->destroy ();
2378 }
2379 }
2380
2381 /* killer should be set here already */
2382 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2383 kill_player (op);
2384 }
2385}
2596 2386
2597/* If the player should die (lack of hp, food, etc), we call this. 2387/* If the player should die (lack of hp, food, etc), we call this.
2598 * op is the player in jeopardy. If the player can not be saved (not 2388 * op is the player in jeopardy. If the player can not be saved (not
2599 * permadeath, no lifesave), this will take care of removing the player 2389 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2390 * file.
2601 */ 2391 */
2392void
2602void kill_player(object *op) 2393kill_player (object *op)
2603{ 2394{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2395 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2396 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2397 int will_kill_again;
2613 archetype *at; 2398 archetype *at;
2614 object *tmp; 2399 object *tmp;
2615 2400
2616 if(save_life(op)) 2401 if (save_life (op))
2617 return; 2402 return;
2618 2403
2404 dynbuf_text deathtab;
2619 2405
2406 /* restore player */
2407 at = archetype::find (shstr_poisoning);
2408 if (object *tmp = present_arch_in_ob (at, op))
2409 {
2410 tmp->destroy ();
2411 deathtab << "Your body feels cleansed...\r";
2412 }
2413
2414 at = archetype::find (shstr_confusion);
2415 if (object *tmp = present_arch_in_ob (at, op))
2416 {
2417 tmp->destroy ();
2418 deathtab << "Your mind feels clearer...\r";
2419 }
2420
2421 cure_disease (op, 0, 0); /* remove any disease */
2422
2423 max_it (op->stats.hp , op->stats.maxhp);
2424 max_it (op->stats.sp , op->stats.maxsp);
2425 max_it (op->stats.grace, op->stats.maxgrace);
2426 max_it (op->stats.food , 200);
2427
2428 // remove all spell effects that are active
2429 // to avoid long-term effects such as word-of-recall
2430 for (object *item = op->inv; item; )
2431 {
2432 object *next = item->below;
2433
2434 if (item->type == SPELL_EFFECT && item->active)
2435 item->destroy ();
2436
2437 item = next;
2438 }
2439
2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2440 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2621 * in cities ONLY!!! It is very important that this doesn't get abused. 2441 * in cities ONLY!!! It is very important that this doesn't get abused.
2622 * Look at op_on_battleground() for more info --AndreasV 2442 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2443 */
2624 if (op_on_battleground(op, &x, &y)) { 2444 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2445 {
2626 "You have been defeated in combat!"); 2446 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op);
2633 if (tmp) {
2634 remove_ob(tmp);
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 }
2638 2447
2639 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op);
2641 if (tmp) {
2642 remove_ob(tmp);
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 }
2646
2647 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999;
2650
2651 /* create a bodypart-trophy to make the winner happy */ 2448 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2449 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2450
2654 { 2451 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2452 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2453 tmp->msg = format (
2657 sprintf(buf," This finger has been cut off %s\n" 2454 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2658 " the %s, when he was defeated at\n level %d by %s.\n", 2455 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2456 (int)op->level,
2660 op->contr->killer); 2457 op->contr->killer_name ()
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2458 );
2459 tmp->value = 0, tmp->type = 0;
2460 tmp->material = name_to_material (shstr_organic);
2461 tmp->insert_at (op, tmp);
2462
2668 /* teleport defeated player to new destination*/ 2463 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2465 op->contr->braced = 0;
2671 return;
2672 }
2673 2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2468 return;
2469 }
2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2674 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2675 2475
2676 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2677 2477
2678 if(op->stats.food<0) { 2478 op->contr->play_sound (sound_find ("player_dies"));
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2479
2699 /* save the map location for corpse, gravestone*/ 2480 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2481 x = op->x;
2482 y = op->y;
2483 map = op->map;
2701 2484
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * life if they are dead - it takes some exp and a random stat. 2486 * life if they are dead - it takes some exp and a random stat.
2706 * See the config.h file for a little more in depth detail about this. 2487 * See the config.h file for a little more in depth detail about this.
2707 */ 2488 */
2708 2489
2709 /* Basically two ways to go - remove a stat permanently, or just 2490 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2491 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2492 * of death.
2712 */ 2493 */
2713#ifndef COZY_SERVER 2494#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2495 if (settings.balanced_stat_loss)
2496 {
2715 /* If stat loss is permanent, lose one stat only. */ 2497 /* If stat loss is permanent, lose one stat only. */
2716 /* Lower level chars don't lose as many stats because they suffer 2498 /* Lower level chars don't lose as many stats because they suffer
2717 more if they do. */ 2499 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2500 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2501 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2502 little bit harder. */
2721 /* GD */ 2503 /* GD */
2722 if (settings.stat_loss_on_death) 2504 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2505 num_stats_lose = 1;
2724 else 2506 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2508 }
2509 else
2727 num_stats_lose = 1; 2510 num_stats_lose = 1;
2728 } 2511
2729 lost_a_stat = 0; 2512 lost_a_stat = 0;
2730 2513
2731 for (z=0; z<num_stats_lose; z++) { 2514 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2515 {
2516 i = rndm (NUM_STATS);
2733 2517
2734 if (settings.stat_loss_on_death) { 2518 if (settings.stat_loss_on_death)
2519 {
2735 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2521 * what he lost.
2737 */ 2522 */
2738 change_attr_value(&(op->stats), i,-1); 2523 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2524 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2525 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2526 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2527 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2528 lost_a_stat = 1;
2744 } else { 2529 }
2530 else
2531 {
2745 /* deplete a stat */ 2532 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2533 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2534 object *dep;
2535
2536 dep = present_arch_in_ob (deparch, op);
2537 if (!dep)
2748 2538 {
2749 dep = present_arch_in_ob(deparch,op); 2539 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2540 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2541 }
2782 if (lose_this_stat) { 2542 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss)
2544 {
2545 /* GD */
2546 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2547 this_stat = get_attr_value (&(dep->stats), i);
2548 if (this_stat < 0)
2549 {
2550 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2551 int keep_chance = this_stat * this_stat;
2552
2553 /* Yes, I am paranoid. Sue me. */
2554 if (keep_chance < 1)
2555 keep_chance = 1;
2556
2557 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 {
2560 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */
2563 }
2564 else
2565 {
2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2567 lose_this_stat = 0;
2568 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2569 this_stat, keep_chance, loss_chance,
2570 lose_this_stat?"LOSE":"KEEP"); */
2571 }
2572 }
2573 }
2574
2575 if (lose_this_stat)
2576 {
2577 this_stat = get_attr_value (&dep->stats, i);
2784 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2582 * difference.
2789 */ 2583 */
2790 if (this_stat>=-50) { 2584 if (this_stat >= -50)
2585 {
2791 change_attr_value(&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2587 dep->set_flag (FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2589 op->update_stats ();
2795 lost_a_stat = 1; 2590 lost_a_stat = 1;
2796 } 2591 }
2797 } 2592 }
2593 }
2798 } 2594 }
2799 } 2595
2800 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2597 if (!lost_a_stat)
2802 { 2598 {
2803 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2601 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2602
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2603 if (god != shstr_none)
2808 "moment you feel the holy presence of %s protecting" 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2809 " you.", god); 2605 else
2810 else 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 2607 }
2608#else
2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2610#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2611
2818 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2613 * exp loss on the stone.
2820 */ 2614 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2615 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 sprintf(buf,"%s's gravestones",op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2825 FREE_AND_COPY(tmp->name_pl, buf); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n"
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2622
2835 /**************************************/ 2623 /**************************************/
2836 /* */ 2624 /* */
2837 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2626 /* */
2841 /**************************************/ 2627 /**************************************/
2842 2628
2843 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */
2845 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op);
2847 if (tmp) {
2848 remove_ob(tmp);
2849 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 }
2852
2853 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op);
2855 if (tmp) {
2856 remove_ob(tmp);
2857 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 }
2860 cure_disease(op,0); /* remove any disease */
2861
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2630 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2631
2869 /* 2632 /*
2870 * Check to see if the player is in a shop. IF so, then check to see if 2633 * Check to see if the player has any unpaid items. If so, remove them
2871 * the player has any unpaid items. If so, remove them and put them back 2634 * and put them back in the map.
2872 * in the map. 2635 */
2873 */ 2636 op->drop_unpaid_items ();
2874 2637
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2638 /****************************************/
2884 /* */ 2639 /* */
2885 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2887 /* */ 2642 /* */
2888 /****************************************/ 2643 /****************************************/
2889 2644
2890 enter_player_savebed(op); 2645 enter_player_savebed (op);
2891 2646
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2647 op->contr->braced = 0;
2896 save_player(op,1);
2897 2648
2898 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2652 * on the space that might harm the player.
2902 */ 2653 */
2903 will_kill_again=0; 2654 will_kill_again = 0;
2904 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2905 if (tmp->type ==SPELL_EFFECT) 2656 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2657 will_kill_again |= tmp->attacktype;
2907 } 2658
2908 if (will_kill_again) { 2659 if (will_kill_again)
2660 {
2909 object *force; 2661 object *force;
2910 int at; 2662 int at;
2911 2663
2912 force=get_archetype(FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2666 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2667 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2668 force->set_flag (FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2671 force->resist[at] = 100;
2920 } 2672
2921 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2922 fix_player(op); 2674 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 } 2675 }
2981 }
2982 play_again(op);
2983 2676
2984 /* peterm: added to create a corpse at deathsite. */ 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2678}
2998 2679
2999 2680static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
3002 2684
3003 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2686
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
3008 next=tmp->below; 2689 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
3010 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
3013 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
3014 } 2698 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
3017 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
3019 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
3021 } else 2710 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2712 }
3026} 2713}
3027 2714
3028/* 2715/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3030 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3031 * was changed. 2718 * was changed.
3032 */ 2719 */
2720void
2721fix_weight ()
2722{
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
3033 2726
3034void fix_weight(void) { 2727 pl->ob->update_weight ();
3035 player *pl; 2728
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2729 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2730 {
3038 if(old == sum) 2731 pl->ob->update_stats ();
3039 continue; 2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2733 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2734 }
3044} 2735}
3045 2736
3046void fix_luck(void) { 2737void
3047 player *pl; 2738fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2739{
2740 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3051} 2743}
3052
3053 2744
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3057 */ 2748 */
3058
3059void 2749void
3060cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3061{ 2751{
3062 object *skop, *spob; 2752 object *skop, *spob;
3063 2753
3064 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3065 2755
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2758 {
3069 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3070 op->name);
3071 return; 2760 return;
3072 } 2761 }
3073 2762
3074 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3075 2764
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 2766 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2768 if (!spob)
3080 { 2769 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 2771 return;
3084 } 2772 }
3085 2773
3086 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3087 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3088 2776
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2778
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2780}
3095 2781
2782void
3096void make_visible (object *op) { 2783make_visible (object *op)
3097 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2786 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 2787
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 2788 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1;
2802
3115 return 0; 2803 return 0;
3116} 2804}
3117 2805
3118/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2808 * indicate greater hideability.
3121 */ 2809 */
3122 2810int
3123int hideability(object *ob) { 2811hideability (object *ob)
2812{
3124 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3125 sint16 x,y; 2814 sint16 x, y;
3126 2815
3127 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3128 2818
3129 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3131 2821
3132 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3136 2827
3137 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2838 level += 2;
3143 else /* open terrain! */ 2839 else /* open terrain! */
3144 level -= 1; 2840 level -= 1;
3145 } 2841 }
3146 2842
3147#if 0 2843#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2845#endif
3150 return level; 2846 return level;
3151} 2847}
3152 2848
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2853 */
3158 2854void
3159void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3161 object *skop; 2857 int hide = 0;
3162 2858
3163 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3164 2861
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3166 2864
3167 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3170 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3171 make_visible(op); 2870 make_visible (op);
3172 return; 2871 return;
3173 } else num += 20;
3174 } 2872 }
2873 else
2874 num += 20;
2875
3175 num += op->map->difficulty; 2876 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2878 num -= hide;
2879
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3179 make_visible(op); 2882 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3181 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 2886 }
3183 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3184 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 }
3186} 2889}
3187 2890
3188/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3189 2892
2893int
3190int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3191 object *tmp=NULL; 2896 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2898 maptile *m;
3194 sint16 x,y; 2899 sint16 x, y;
3195 2900
3196 if(!who) return 0; 2901 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3226} 2938}
3227 2939
3228/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3230 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3231 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3237 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 2950 * -b.t.
3239 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3240 */ 2952 */
3241 2953int
3242int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3243 rv_vector rv; 2956 rv_vector rv;
3244 int dx,dy; 2957 int dx, dy;
3245 2958
3246 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 2962 return -1;
3273 op = op->more;
3274 } 2963 }
2964
2965 if (!pl || !op)
3275 return 0; 2966 return 0;
3276}
3277 2967
3278/* routine for both players and monsters. We call this when 2968 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 2969
3280 * place or invisiblity spell. Artefact invisiblity is not 2970 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 2971
3282 * return 0. 2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
3283 */ 2977 */
3284int action_makes_visible (object *op) { 2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
3285 2982
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291
3292 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295 return 1; 2984 return 1;
3296 } 2985
2986 op = op->more;
3297 } 2987 }
2988
3298 return 0; 2989 return 0;
3299} 2990}
3300 2991
3301/* op_on_battleground - checks if the given object op (usually 2992/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 2993 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 2994 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 2995 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 2997 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 2999 */
3000int
3309int op_on_battleground (object *op, int *x, int *y) { 3001op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3002{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3003 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3006 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3007 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3008 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3010 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3011 if (tmp->flag [FLAG_IS_FLOOR])
3321 strcmp(tmp->name, "battleground")==0 && 3012 {
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3013 if (tmp->flag [FLAG_NO_PICK]
3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3017 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3018 /* before we assign the exit, check if this is a teambattle */
3324 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3325 object *invtmp; 3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3022 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3023 if (x && y)
3329 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3026 return 1;
3027 }
3028
3029 if (x && y)
3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3331 return 1; 3032 return 1;
3332 } 3033 }
3333 } 3034 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3035 }
3339 } 3036
3340 }
3341 /* If we got here, did not find a battleground */ 3037 /* If we got here, did not find a battleground */
3342 return 0; 3038 return 0;
3343} 3039}
3344 3040
3345/* 3041/*
3349 * attributes: 3045 * attributes:
3350 * object *who the dragon player 3046 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3047 * int atnr the attack-number of the ability focus
3352 * int level ability level 3048 * int level ability level
3353 */ 3049 */
3050void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3051dragon_ability_gain (object *who, int atnr, int level)
3052{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3053 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3054 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3055 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3056 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3057 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3058 int i = 0, j = 0;
3361 3059
3362 /* get the appropriate treasurelist */ 3060 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3061 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3063 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3065 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3067 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3069
3372 if (trlist == NULL || who->type != PLAYER) 3070 if (trlist == NULL || who->type != PLAYER)
3373 return; 3071 return;
3374 3072
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3074
3377 3075 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3076 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3078 return;
3381 } 3079 }
3382 3080
3383 /* everything seems okay - now bring on the gift: */ 3081 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3082 item = tr->item;
3385 3083
3386 if (item->type == SPELL) { 3084 if (item->type == SPELL)
3085 {
3387 if (check_spell_known (who, item->name)) 3086 if (check_spell_known (who, item->name))
3388 return; 3087 return;
3389 3088
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3090 do_learn_spell (who, item, 0);
3392 return; 3091 return;
3393 } 3092 }
3394 3093
3395 /* grant direct spell */ 3094 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3095 if (item->type == SPELLBOOK)
3096 {
3397 if (!item->inv) { 3097 if (!item->inv)
3098 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3100 return;
3401 } 3101 }
3402 if (check_spell_known (who, item->inv->name)) 3102 if (check_spell_known (who, item->inv->name))
3403 return; 3103 return;
3404 if (item->invisible) { 3104 if (item->invisible)
3105 {
3405 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3106 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406 do_learn_spell (who, item->inv, 0); 3107 do_learn_spell (who, item->inv, 0);
3407 return; 3108 return;
3408 } 3109 }
3409 } 3110 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3411 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3113 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3114 {
3412 3115
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3117 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3118 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3119 * but not all of them, he gets nothing.
3417 */ 3120 */
3418 if (!(skop->attacktype & item->attacktype)) { 3121 if (!(skop->attacktype & item->attacktype))
3122 {
3419 /* Give new attacktype */ 3123 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3124 skop->attacktype |= item->attacktype;
3421 3125
3422 /* always add physical if there's none */ 3126 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3127 skop->attacktype |= AT_PHYSICAL;
3424
3425 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3128
3428 /* Give player new face */ 3129 if (item->msg != NULL)
3429 if (item->animation_id) {
3430 who->face = skop->face;
3431 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0;
3434 who->state = 0;
3435 animate_object(who, who->direction);
3436 }
3437 }
3438 }
3439 }
3440 else if (item->type == FORCE) {
3441 /* forces in the treasurelist can alter the player's stats */
3442 object *skin;
3443 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3445 skin=skin->below);
3446 if (skin == NULL) return;
3447
3448 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451
3452 /* print message */
3453 sprintf(buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455 if(item->path_attuned & (1<<i)) {
3456 if (j)
3457 strcat(buf," and ");
3458 else
3459 j = 1;
3460 strcat(buf, spellpathnames[i]);
3461 }
3462 }
3463 strcat(buf,".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465 }
3466
3467 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474
3475 /* print message if there is one */
3476 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3478 }
3479 else {
3480 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item);
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3483 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp);
3486 }
3487}
3488 3131
3489/** 3132 /* Give player new face */
3490 * Unready an object for a player. This function does nothing if the object was 3133 if (item->animation_id)
3491 * not readied. 3134 {
3492 */ 3135 who->face = skop->face;
3493void player_unready_range_ob(player *pl, object *ob) { 3136 who->animation_id = item->animation_id;
3494 rangetype i; 3137 who->anim_speed = item->anim_speed;
3495 3138 who->last_anim = 0;
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3139 who->state = 0;
3497 if (pl->ranges[i] == ob) { 3140 animate_object (who, who->direction);
3498 pl->ranges[i] = NULL; 3141 }
3499 if (pl->shoottype == i) {
3500 pl->shoottype = range_none;
3501 } 3142 }
3502 } 3143 }
3503 } 3144 }
3145 else if (item->type == FORCE)
3146 {
3147 /* forces in the treasurelist can alter the player's stats */
3148 object *skin;
3149
3150 /* first get the dragon skin force */
3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3154 if (!skin)
3155 return;
3156
3157 /* adding new spellpath attunements */
3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161
3162 /* print message */
3163 sprintf (buf, "You feel attuned to ");
3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3166 if (item->path_attuned & (1 << i))
3167 {
3168 if (j)
3169 strcat (buf, " and ");
3170 else
3171 j = 1;
3172 strcat (buf, spellpathnames[i]);
3173 }
3174 }
3175
3176 strcat (buf, ".");
3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178 }
3179
3180 /* evtl. adding flags: */
3181 if (item->flag [FLAG_XRAYS])
3182 skin->set_flag (FLAG_XRAYS);
3183 if (item->flag [FLAG_STEALTH])
3184 skin->set_flag (FLAG_STEALTH);
3185 if (item->flag [FLAG_SEE_IN_DARK])
3186 skin->set_flag (FLAG_SEE_IN_DARK);
3187
3188 /* print message if there is one */
3189 if (item->msg != NULL)
3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3193 {
3194 /* generate misc. treasure */
3195 tmp = tr->item->instance ();
3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 who->insert (tmp);
3198 }
3504} 3199}
3200
3201//-GPL
3202
3203sint8
3204player::darkness_at (maptile *map, int x, int y) const
3205{
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217}
3218
3219void
3220player::infobox (const char *title, const char *msg, int color)
3221{
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223}
3224
3225void
3226player::statusmsg (const char *msg, int color)
3227{
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229}
3230
3231void
3232player::failmsg (const char *msg, int color)
3233{
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236}
3237
3238void
3239object::failmsgf (const char *format, ...)
3240{
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248}
3249
3250void
3251player::failmsgf (const char *format, ...)
3252{
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257}
3258

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