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Comparing deliantra/server/server/player.C (file contents):
Revision 1.4 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 1.4 2006/08/25 17:11:53 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
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 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
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}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
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 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 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 ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 120 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
235 123
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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
236 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 211 * we deal with that below this point.
238 */ 212 */
239 p->party=NULL; 213 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 216
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 218
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal; 220 bowtype = bow_normal;
268 p->petmode=pet_normal; 221 petmode = pet_normal;
269 p->listening=10;
270 p->usekeys=containers; 222 usekeys = containers;
271 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 224 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 225
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
278 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 228}
302 229
303 230void
304/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
305static void set_first_map(object *op)
306{ 232{
307 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 234
313/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317 236
318int add_player(NewSocket *ns) { 237 if (ob)
319 player *p; 238 ob->destroy ();
320 239
321 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
322 p->socket = *ns; 241}
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333 242
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
335 add_friendly_object(p->ob); 244{
336 send_rules(p->ob); 245 /* Clear item stack */
337 send_news(p->ob); 246 free (stack_items);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 247}
342 248
343/* 249/*
344 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
347 */ 253 */
254static archetype *
348archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
349{ 256{
350 archetype *start = at; 257 // archetypes could have been reloaded
351 for (;;) { 258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 259
353 at=first_archetype; 260 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 261 return at;
358 if (at == start) { 262
359 LOG (llevError, "No Player archetypes\n"); 263 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 264
361 } 265 for (;;)
362 } 266 {
363} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
364 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
365 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
366object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
367 object *op = NULL; 300 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 301 objectlink *ol;
370 unsigned lastdist; 302 unsigned lastdist;
371 rv_vector rv; 303 rv_vector rv;
372 304
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 306 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 308 continue;
400 309
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 310 if (lastdist > rv.distance)
410 op=pl->ob; 311 {
312 op = ol->ob;
411 lastdist=rv.distance; 313 lastdist = rv.distance;
314 }
412 } 315 }
413 } 316
414 } 317 for_all_players (pl)
318 if (can_detect_enemy (mon, pl->ob, &rv))
319 if (lastdist > rv.distance)
320 {
321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
415#if 0 325#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 327#endif
418 return op; 328 return op;
419} 329}
420 330
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 347 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 348 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 349 * is probably not a good thing.
440 */ 350 */
441#define MAX_SPACES 50 351#define MAX_SPACES 50
442
443 352
444/* 353/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 355 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 356 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 369 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 370 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 371 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 372 * is blocking itself.
464 */ 373 */
374int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
466 rv_vector rv; 377 rv_vector rv;
467 sint16 x,y; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470 379
471 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
472 381
473 if (rv.distance<mindiff) return 0; 382 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 383 return 0;
726}
727 384
728void confirm_password(object *op) { 385 mapxy pos (mon);
386 dir = rv.direction;
387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 389
730 op->contr->write_buf[0]='\0'; 390 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 391 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 392 return 0;
733}
734 393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503}
504
505void
506give_initial_items (object *pl, treasurelist *items)
507{
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by multiple treasurelists specifying the same skills.
542 */
543 if (op->type == SKILL)
544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 break;
550 }
551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
556 if (op->type == SPELLBOOK && op->inv)
557 op->inv->clr_flag (FLAG_STARTEQUIP);
558
559 /* Give starting characters identified, uncursed, and undamned
560 * items. Just don't identify gold or silver, or it won't be
561 * merged properly.
562 */
563 if (op->need_identify ())
564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
570 if (op->type == SPELL)
571 {
572 op->destroy ();
573 continue;
574 }
575 else if (op->type == SKILL)
576 {
577 op->set_flag (FLAG_CAN_USE_SKILL);
578 op->stats.exp = 0;
579 op->level = 1;
580 }
581 else /* lock all 'normal items by default */
582 op->set_flag (FLAG_INV_LOCKED);
583 } /* for loop of objects in player inv */
584
585 /* Need to set up the skill pointers */
586 pl->contr->link_skills ();
587}
588
589void
735void get_party_password(object *op, partylist *party) { 590get_party_password (object *op, partylist *party)
591{
736 if (party == NULL) { 592 if (party == NULL)
593 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 595 return;
739 } 596 }
597
740 op->contr->write_buf[0]='\0'; 598 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 602}
745
746 603
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 605static int
606roll_stat ()
607{
749 int a[4],i,j,k; 608 int a[4], i, j, k;
750 609
751 for(i=0;i<4;i++) 610 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 611 a[i] = rndm (1, 6);
753 612
754 for(i=0,j=0,k=7;i<4;i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 614 if (a[i] < k)
756 k=a[i],j=i; 615 k = a[i], j = i;
757 616
758 for(i=0,k=0;i<4;i++) { 617 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 618 if (i != j)
760 k+=a[i]; 619 k += a[i];
761 } 620
762 return k; 621 return k;
763} 622}
764 623
765void roll_stats(object *op) { 624void
625object::roll_stats ()
626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
766 int sum=0; 631 int sum = 0;
767 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
769 634
770 do { 635 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 636 break;
772 op->stats.Dex=roll_stat(); 637 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 638
783 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 641
792 /* a quick and dirty bubblesort? */ 642 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 643 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 644
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 645 stats.exp = 0;
823 op->stats.ac=0; 646 stats.ac = 0;
824 647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
825 op->contr->levhp[1] = 9; 654 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 655 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 656 contr->levgrace[1] = 3;
828 657
829 fix_player(op); 658 contr->orig_stats = stats;
659 }
660}
661
662void
663object::swap_stats (int a, int b)
664{
665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
666
667 for (int i = 0; i < NUM_STATS; ++i)
668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
830 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
833 op->contr->orig_stats=op->stats; 688 contr->orig_stats = stats;
689 }
834} 690}
835 691
836void Roll_Again(object *op) 692static void
693start_info (object *op)
837{ 694{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 695 char buf[MAX_BUF];
846 696
847 if ( op->contr->Swap_First == -1 ) { 697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 698 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 699}
955 700
956/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
960 * not the class. 705 * not the class.
961 */ 706 */
962 707void
963int key_change_class(object *op, char key) 708player::chargen_race_done ()
964{ 709{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 710 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 711 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
979 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr);
981 718
982 op->contr->state=ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
983 720
984 if (op->msg) { 721 if (ob->msg)
985 free_string(op->msg); 722 ob->msg = 0;
986 op->msg=NULL;
987 }
988 723
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 724 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op); 727 esrv_send_inventory (ob, ob);
1003 fix_player(op); 728 ob->update_stats ();
1004 729
1005 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1006 * is one for this race 731 * is one for this race
1007 */ 732 */
1008 if(*first_map_ext_path) { 733 if (*first_map_ext_path)
1009 object *tmp; 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 735 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 737}
1025 return 0;
1026 }
1027 738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756}
757
758void
759player::chargen_race_next ()
760{
1028 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1030 */ 763 */
1031 764
1032 tmp_loop = 0; 765 do
1033 while(!tmp_loop) { 766 {
1034 const char *name = add_string (op->name); 767 shstr name = ob->name;
1035 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 769
1037 remove_ob (op); 770 ob->remove_statbonus ();
771 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
774 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 776 ob->name = ob->name_pl = name;
1042 op->name = name; 777 ob->x = x;
1043 free_string(op->name_pl); 778 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 781 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 782 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 783 }
784 while (!allowed_class (ob));
785
1056 update_object(op,UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 787 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 788 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 791 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 792}
1067 793
1068int key_confirm_quit(object *op, char key) 794static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 795flee_player (object *op)
796{
1114 int dir,diff; 797 int dir, diff;
1115 rv_vector rv; 798 rv_vector rv;
1116 799
1117 if(op->stats.hp < 0) { 800 if (op->stats.hp < 0)
801 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1120 return; 804 return;
805 }
806
807 if (!op->enemy)
1121 } 808 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1126 return; 811 return;
1127 } 812 }
1128 813
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 } 815 {
816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
818 return;
819 }
820
1144 get_rangevector(op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1145 822
1146 dir=absdir(4+rv.direction); 823 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 824 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 825 {
826 int m = 1 - rndm (2) * 2;
827
828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
829 return;
830 }
831
1154 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 834 op->enemy = NULL;
1157} 835}
1158
1159 836
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 839 * stop.
1163 */ 840 */
841int
1164int check_pick(object *op) { 842check_pick (object *op)
843{
1165 object *tmp, *next; 844 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 845 int stop = 0;
1168 int j, k, wvratio; 846 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 847
1171
1172 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1174 return 1; 850 return 1;
1175 851
1176 op_tag = op->count;
1177
1178 next = op->below; 852 next = op->below;
1179 if (next) 853
1180 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 856
1182 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 858 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1185 { 860 {
1186 tmp = next; 861 tmp = next;
1187 next = tmp->below; 862 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 863
1191 if (was_destroyed (op, op_tag)) 864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
870 if (op->destroyed ())
1192 return 0; 871 return 0;
1193 872
1194 if ( ! can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1195 continue; 874 continue;
1196 875
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 877 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1201 continue; 881 continue;
1202 } 882 }
1203 883
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 884 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
1241 { 886 {
1242 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 888 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 893
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
1281 /* philosophy: 903 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 904 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 905 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 906 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 907 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 908 * example.
1287 * The drawback: right now it has no frontend, so you need to 909 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 910 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 911 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 914 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 915 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 916 * meaning if any test passes, the item gets picked up. */
1295 917
1296 /* if mode is set to pick nothing up, return */ 918 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 919 if (op->contr->mode == PU_NOTHING)
920 return 1;
1299 921
1300 /* if mode is set to stop when encountering objects, return */ 922 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 923 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 924 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 925 if (op->contr->mode & PU_STOP)
926 return 0;
1305 927
1306 /* useful for going into stores and not losing your settings... */ 928 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 929 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 930 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
1310 933
1311 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 935 if (tmp->flag [FLAG_UNPAID])
936 continue;
1313 937
1314 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
1316 941
1317 /* all food and drink if desired */ 942 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 945 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
1322 if(op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1325 957
1326 if(op->contr->mode & PU_POTION) 958 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 959 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
1329 964
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 965 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 966 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 967 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1334 if(op->contr->mode & PU_SKILLSCROLL) 973 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 974 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
1337 if(op->contr->mode & PU_READABLES) 980 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
1340 986
1341 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1345 997
1346 /* pick up all magical items */ 998 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1350 1006
1351 if(op->contr->mode & PU_VALUABLES) 1007 if (op->contr->mode & PU_VALUABLES)
1352 { 1008 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1009 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1355 } 1014 }
1356 1015
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 /* we don't forget dragon food */
1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1361 1034
1362 /* bows and arrows. Bows are good for selling! */ 1035 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1036 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1037 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1366 if(op->contr->mode & PU_ARROW) 1043 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1044 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1369 1049
1370 /* all kinds of armor etc. */ 1050 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1051 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1052 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1374 if(op->contr->mode & PU_HELMET) 1058 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1059 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1377 if(op->contr->mode & PU_SHIELD) 1065 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1066 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1380 if(op->contr->mode & PU_BOOTS) 1072 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1073 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1383 if(op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1386 if(op->contr->mode & PU_CLOAK) 1086 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1087 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1389 1092
1390 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1394 1100
1395 /* careful: chairs and tables are weapons! */ 1101 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1102 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1103 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1104 if (tmp->type == WEAPON)
1399 { 1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1106 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1107 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1108 continue;
1403 } 1109 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1110 }
1411 1111
1412 /* misc stuff that's useful */ 1112 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1113 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1416 1119
1417 /* any of the last 4 bits set means we use the ratio for value 1120 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1121 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1122 if (op->contr->mode & PU_RATIO)
1420 { 1123 {
1421 /* use value density to decide what else to grab */ 1124 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1125 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1127 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1128 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1130 {
1428 pick_up(op, tmp);
1429#if 0 1131#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1133 if (tmp->name != NULL)
1134 {
1432 fprintf(stderr,"%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1433 } 1136 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1137 else
1138 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1141#endif
1438 continue; 1142 CHK_PICK_PICKUP;
1439 } 1143 continue;
1144 }
1145 } /* the new pickup model */
1440 } 1146 }
1441 } /* the new pickup model */ 1147
1442 }
1443 return ! stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1444} 1184}
1445 1185
1446/* 1186/*
1447 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1189 * found object is returned.
1450 */ 1190 */
1191static object *
1451object *find_arrow(object *op, const char *type) 1192find_arrow (object *op, const char *type)
1452{ 1193{
1453 object *tmp = NULL; 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1454 1197
1455 for(op=op->inv; op; op=op->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1200 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1201 {
1459 else if (op->type==ARROW && op->race==type) 1202 splay (tmp);
1203 return arrow;
1204 }
1205
1460 return op; 1206 return 0;
1461 return tmp;
1462} 1207}
1463 1208
1464/* 1209/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1214 */
1470 1215static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1217{
1473 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1475 1220
1476 if (!type) 1221 if (!type)
1477 return NULL; 1222 return NULL;
1478 1223
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1225 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1227 {
1228 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1484 if (i > betterby) { 1231 if (i > betterby)
1485 tmp = ntmp; 1232 {
1486 betterby = i; 1233 tmp = ntmp;
1487 } 1234 betterby = i;
1235 }
1236 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1489 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1240 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1241 {
1492 if (arrow->attacktype & AT_DEATH) { 1242 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1243 {
1494 return arrow; 1244 *better = 100;
1495 } else { 1245 return arrow;
1496 tmp = arrow; 1246 }
1247 else
1248 {
1249 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1251 }
1499 } else { 1252 }
1253 else
1254 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1256 {
1501 attacktype = 1<<attacknum; 1257 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1260 {
1261 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1263 }
1507 } 1264 }
1265
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1267 {
1268 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1270 }
1271
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1273 {
1274 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1276 }
1277 }
1278 }
1516 } 1279 }
1517 } 1280
1518 }
1519 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1282 return find_arrow (op, type);
1521 1283
1522 *better = betterby; 1284 *better = betterby;
1523 return tmp; 1285 return tmp;
1524} 1286}
1525 1287
1526/* looks in a given direction, finds the first valid target, and calls 1288/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1290 * op = the shooter
1529 * type = bow->race 1291 * type = bow->race
1530 * dir = fire direction 1292 * dir = fire direction
1531 */ 1293 */
1532 1294static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1296{
1535 object *tmp = NULL; 1297 object *tmp = NULL;
1536 mapstruct *m; 1298 maptile *m;
1537 int i, mflags, found, number; 1299 int i, mflags, found, number;
1538 sint16 x, y; 1300 sint16 x, y;
1539 1301
1540 if (op->map == NULL) 1302 if (op->map == NULL)
1541 return find_arrow(op, type); 1303 return find_arrow (op, type);
1542 1304
1543 /* do a dex check */ 1305 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1308 return find_arrow (op, type);
1547 1309
1548 m = op->map; 1310 m = op->map;
1549 x = op->x; 1311 x = op->x;
1550 y = op->y; 1312 y = op->y;
1551 1313
1552 /* find the first target */ 1314 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1554 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1322 {
1559 break; 1323 tmp = 0;
1324 break;
1325 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1327 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1563 */ 1330 */
1564 tmp = NULL; 1331 tmp = 0;
1565 break; 1332 break;
1566 } 1333 }
1334
1567 if (mflags & P_IS_ALIVE) { 1335 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1337 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1338 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1339 }
1577 if (tmp == NULL) 1340
1341 if (!tmp)
1578 return find_arrow(op, type); 1342 return find_arrow (op, type);
1579 1343
1580 if (tmp->head) 1344 if (tmp->head)
1581 tmp = tmp->head; 1345 tmp = tmp->head;
1582 1346
1583 return find_better_arrow(op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1584} 1348}
1585 1349
1586/* 1350/*
1587 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1355 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1356 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1357 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1358 * player fire modes.
1595 */ 1359 */
1360int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1362{
1599 object *left, *bow; 1363 object *left, *bow;
1600 tag_t left_tag, tag; 1364 int mflags;
1601 int bowspeed, mflags; 1365 maptile *m;
1602 mapstruct *m;
1603 1366
1604 if (!dir) { 1367 if (!dir)
1368 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1607 } 1376 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1614 */ 1380 */
1615 if(bow->type==BOW) 1381 if (bow->type == BOW)
1616 break; 1382 break;
1617 1383
1618 if (!bow) { 1384 if (!bow)
1385 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1387 return 0;
1621 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1622 } 1392 }
1393
1623 if( !bow->race || !bow->skill) { 1394 if (!bow->race || !bow->skill)
1395 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1397 return 0;
1626 } 1398 }
1627 1399
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1400 if (arrow == NULL)
1401 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1638 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1407 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1644 return 0; 1410 return 0;
1645 } 1411 }
1646 } 1412 }
1413
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1415 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1416 return 0;
1650 } 1417
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1421 return 0;
1654 } 1422 }
1655 1423
1656 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1425 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1429 return 0;
1430 }
1662 1431
1663 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1433 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1434 if (!arrow)
1666 if (arrow == NULL) { 1435 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1437 return 0;
1669 return 0;
1670 } 1438 }
1671 set_owner(arrow, op); 1439
1672 if (arrow->skill) free_string(arrow->skill); 1440 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1441 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1442 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1443
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1447 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1448
1691 /* Note that this was different for monsters - they got their level 1449#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1450 if (player *pl = op->contr)
1693 */
1694 1451 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1699 /* update the speed */ 1466 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1467
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1709 1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1710 if (op->type == PLAYER) { 1476 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1477 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1479 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1721 arrow->level = op->level; 1488 arrow->level = op->level;
1722 } 1489 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1724 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1495 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1496
1728 arrow->map = m; 1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1731 1504
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1505 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1506 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1507
1736 if (!was_destroyed(arrow, tag)) 1508 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1509 move_arrow (arrow);
1738 1510
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1511 return 1;
1746} 1512}
1747 1513
1748/* Special fire code for players - this takes into 1514/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1515 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1516 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1517 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1518 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1519 * hence the function name.
1754 */ 1520 */
1521static int
1755int player_fire_bow(object *op, int dir) 1522player_fire_bow (object *op, int dir)
1756{ 1523{
1757 int ret=0, wcmod=0; 1524 int ret;
1758 1525
1759 if (op->contr->bowtype == bow_bestarrow) { 1526 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1527 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1528 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1529 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1530 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1531 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1532 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1533 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1534 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1535 else if (op->contr->bowtype == bow_threewide)
1536 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1537 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1539 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1540 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1541 else if (op->contr->bowtype == bow_spreadshot)
1542 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1544 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1545 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1546 }
1777 } else { 1547 else
1548 {
1778 /* Simple case */ 1549 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1551 }
1552
1781 return ret; 1553 return ret;
1782} 1554}
1783
1784 1555
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1556/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1557 * Broken apart from 'fire' to keep it more readable.
1787 */ 1558 */
1559static void
1788void fire_misc_object(object *op, int dir) 1560fire_misc_object (object *op, int dir)
1789{ 1561{
1790 object *item; 1562 object *item = op->contr->ranged_ob;
1791 1563
1792 if (!op->contr->ranges[range_misc]) { 1564 if (!item)
1565 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1567 return;
1795 } 1568 }
1796 1569
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1570 if (!item->inv)
1571 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1572 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1573 return;
1801 } 1574 }
1802 if (item->type == WAND) { 1575
1803 if(item->stats.food<=0) { 1576 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1577 return;
1807 } 1578
1579 if (item->type == WAND)
1580 {
1581 if (item->stats.food <= 0)
1582 {
1583 op->contr->play_sound (sound_find ("wand_poof"));
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1585
1586 return;
1587 }
1588 }
1589 else if (item->type == ROD || item->type == HORN)
1590 {
1591 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1592
1593 // using the maximum of the rods charge allows at least one spell cast
1594 // for a rod or horn, this fixes some broken rods.
1595 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1596 {
1597 op->contr->play_sound (sound_find ("wand_poof"));
1598
1599 if (item->type == ROD)
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1601 else
1602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1603
1604 return;
1605 }
1606 }
1607
1608 if (cast_spell (op, item, dir, item->inv, NULL))
1609 {
1610 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1611
1612 if (item->type == WAND)
1613 {
1614 if (!(--item->stats.food))
1615 {
1616 if (item->arch)
1617 {
1618 item->clr_flag (FLAG_ANIMATE);
1619 item->face = item->arch->face;
1620 item->set_speed (0);
1621 }
1622
1623 if (object *pl = item->visible_to ())
1624 esrv_update_item (UPD_ANIM, pl, item);
1625 }
1626 }
1808 } else if (item->type == ROD || item->type==HORN) { 1627 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1628 drain_rod_charge (item);
1838 }
1839 } 1629 }
1840} 1630}
1841 1631
1842/* Received a fire command for the player - go and do it. 1632/* Received a fire command for the player - go and do it.
1843 */ 1633 */
1634bool
1844void fire(object *op,int dir) { 1635fire (object *who, int dir)
1636{
1845 int spellcost=0; 1637 int spellcost = 0;
1846 1638
1639 player *pl = who->contr;
1640
1641 if (pl->golem)
1642 {
1643 control_golem (who->contr->golem, dir);
1644 return false;
1645 }
1646
1647 object *ob = pl->ranged_ob;
1648
1649 if (!ob)
1650 return false;
1651
1652 if (who->speed_left > 0.f)
1653 --who->speed_left;
1654 else
1655 return false;
1656
1657 if (!who->apply (ob))
1658 return false;
1659
1847 /* check for loss of invisiblity/hide */ 1660 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1661 if (action_makes_visible (who))
1662 make_visible (who);
1849 1663
1850 switch(op->contr->shoottype) { 1664 switch (ob->type)
1851 case range_none: 1665 {
1852 return; 1666 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1667 player_fire_bow (who, dir);
1856 return; 1668 break;
1857 1669
1858 case range_magic: /* Casting spells */ 1670 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1671 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1672 break;
1861 1673
1862 case range_misc: 1674 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1675 apply_map_builder (who, dir);
1676 break;
1677
1678 case SKILL:
1679 do_skill (who, who, ob, dir, 0);
1680 break;
1681
1682 case RANGED:
1683 do_skill (who, ob, who->chosen_skill, dir, 0);
1684 break;
1685
1686 default:
1687 fire_misc_object (who, dir);
1688 break;
1689 }
1690
1691 return true;
1692}
1693
1694static object *
1695find_key_ (object *pl, object *container, object *door)
1696{
1697 object *tmp, *key;
1698
1699 /* Should not happen, but sanity checking is never bad */
1700 if (!container->inv)
1701 return 0;
1702
1703 /* First, lets try to find a key in the top level inventory */
1704 for (tmp = container->inv; tmp; tmp = tmp->below)
1705 {
1706 if (door->type == DOOR && tmp->type == KEY)
1707 break;
1708
1709 /* For sanity, we should really check door type, but other stuff
1710 * (like containers) can be locked with special keys
1711 */
1712 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1713 break;
1714 }
1715
1716 /* No key found - lets search inventories now */
1717 /* If we find and use a key in an inventory, return at that time.
1718 * otherwise, if we search all the inventories and still don't find
1719 * a key, return
1720 */
1721 if (!tmp)
1722 {
1723 for (tmp = container->inv; tmp; tmp = tmp->below)
1724 /* No reason to search empty containers */
1725 if (tmp->type == CONTAINER && tmp->inv)
1726 if ((key = find_key_ (pl, tmp, door)))
1727 return key;
1728
1729 if (!tmp)
1887 return; 1730 return 0;
1888 default: 1731 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1732
1890 return; 1733 /* We get down here if we have found a key. Now if its in a container,
1734 * see if we actually want to use it
1735 */
1736 if (pl != container)
1891 } 1737 {
1892} 1738 /* Only let players use keys in containers */
1739 if (!pl->contr)
1740 return 0;
1893 1741
1742 /* cases where this fails:
1743 * If we only search the player inventory, return now since we
1744 * are not in the players inventory.
1745 * If the container is not active, return now since only active
1746 * containers can be used.
1747 * If we only search keyrings and the container does not have
1748 * a race/isn't a keyring.
1749 * No checking for all containers - to fall through past here,
1750 * inv must have been an container and must have been active.
1751 *
1752 * Change the color so that the message doesn't disappear with
1753 * all the others.
1754 */
1755 if (pl->contr->usekeys == key_inventory
1756 || !container->flag [FLAG_APPLIED]
1757 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1758 {
1759 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1760 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1761 return NULL;
1762 }
1763 }
1894 1764
1765 return tmp;
1766}
1895 1767
1896/* find_key 1768/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1769 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1770 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1771 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1773 * pl is the player,
1902 * inv is the objects inventory to searched 1774 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1775 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1776 * This function can be called recursively to search containers.
1905 */ 1777 */
1906 1778object *
1907object * find_key(object *pl, object *container, object *door) 1779find_key (object *pl, object *container, object *door)
1908{ 1780{
1909 object *tmp,*key; 1781 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1782 {
1923 /* No key found - lets search inventories now */ 1783 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1784 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1785 // of searching through containers ourselves.
1926 * a key, return 1786
1927 */ 1787 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1788 }
1934 } 1789 else
1935 if (!tmp) return NULL; 1790 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1791}
1969 1792
1970/* moved door processing out of move_player_attack. 1793/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1794 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1795 * such that the caller should not do anything more,
1973 * 0 otherwise 1796 * 0 otherwise
1974 */ 1797 */
1798static int
1975static int player_attack_door(object *op, object *door) 1799player_attack_door (object *op, object *door)
1976{ 1800{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1801 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1802 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1803 * otherwise, we fall through to the rest of the code.
1981 */ 1804 */
1982 object *key=find_key(op, op, door); 1805 object *key = find_key (op, op, door);
1983 1806
1984 /* IF we found a key, do some extra work */ 1807 /* If we found a key, do some extra work */
1985 if (key) { 1808 if (key)
1809 {
1986 object *container=key->env; 1810 object *container = key->env;
1987 1811
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1812 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1813 make_visible (op);
1814
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1815 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1816 spring_trap (door->inv, op);
1817
1991 if (door->type == DOOR) { 1818 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1819 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1820 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1821 {
1996 "You open the door with the %s", query_short_name(key)); 1822 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1823 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1824 }
1825
1999 /* Do this after we print the message */ 1826 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1827 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1828
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1829 return 1; /* Nothing more to do below */
1830 }
2005 } else if (door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1832 {
2006 /* Might as well return now - no other way to open this */ 1833 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1834 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1835 return 1;
2009 } 1836 }
1837
2010 return 0; 1838 return 0;
2011} 1839}
2012 1840
2013/* This function is just part of a breakup from move_player. 1841/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1842 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1843 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1844 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1845 * going to try and move (not fire weapons).
2018 */ 1846 */
2019 1847bool
2020void move_player_attack(object *op, int dir) 1848move_player_attack (object *op, int dir)
2021{ 1849{
2022 object *tmp, *mon, *tpl; 1850 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1851 {
2024 int on_battleground; 1852 --op->speed_left;
2025 mapstruct *m; 1853 return true;
1854 }
2026 1855
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1856 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1857 sint16 ny = freearr_y[dir] + op->y;
2031 1858
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1859 if (out_of_map (op->map, nx, ny))
1860 return false;
2033 1861
2034 /* If braced, or can't move to the square, and it is not out of the 1862 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1863 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1864 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1865 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1866 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1867 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1868 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1869 * move_ob uses.
2042 */ 1870 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1871 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1872
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1873 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1874 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1875 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1876 * on the space
2060 */ 1877 */
2061 while (tmp!=NULL) { 1878 object *mon;
2062 if (tmp == op) { 1879 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1880 {
2064 continue; 1881 if ((mon->flag [FLAG_ALIVE]
1882 || mon->type == LOCKED_DOOR
1883 || mon->flag [FLAG_CAN_ROLL])
1884 && mon != op)
1885 break;
2065 } 1886 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1887
2067 mon = tmp; 1888 /* no monster == player tries to move into a wall or so */
2068 break; 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
2069 } 1913 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */
2077 1914
2078 if(mon->head != NULL)
2079 mon = mon->head; 1915 mon = mon->head_ ();
2080 1916
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
2083 1924
2084 /* The following deals with possibly attacking peaceful 1925 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1926 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1927 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1928 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1929 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1930 * and thus will not push them.
2090 */ 1931 */
2091 1932
2092 /* If the creature is a pet, push it even if the player is not 1933 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1934 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1935 * player owns it and it is either friendly or unagressive.
2095 */ 1936 */
2096 if ((op->type==PLAYER) 1937 if (op->type == PLAYER
2097#if COZY_SERVER 1938 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1940 || mon->owner == op)
2103 ) 1941 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1942 {
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1944 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1945 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
1958 }
1959 else
1960 return false;
1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
2117 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1968 * attack them either.
2121 */ 1969 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1971 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1972 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
1977 {
1978 --op->speed_left;
1979
1980 if (!op->contr->braced)
2131 )) { 1981 {
2132 if (!op->contr->braced) { 1982 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1983 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1984 }
2135 } else { 1985 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
1987
1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1989 make_visible (op);
1990
1991 return true;
1992 }
2137 } 1993 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1996 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1997 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2000 {
2001 --op->speed_left;
2002
2145 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2147 } 2005 make_visible (op);
2148 2006
2007 return true;
2008 }
2009 }
2149 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2015 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2018 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2020 {
2021 --op->contr->weapon_sp_left;
2159 2022
2160 /* If the player hasn't hit something this tick, and does 2023 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2024
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2025 if (action_makes_visible (op))
2026 make_visible (op);
2027
2028 return true;
2029 }
2169 } 2030 }
2170 2031
2171 skill_attack(mon, op, 0, NULL, NULL); 2032 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2033}
2189 2034
2035bool
2190int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2191 int pick; 2037{
2192 object *transport = op->contr->transport; 2038 if (!op->map || op->map->state != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2039 return 0;
2040
2041 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir > 8)
2043 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0;
2046 }
2047
2048 /* peterm: added following line */
2049 if (op->flag [FLAG_CONFUSED] && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051
2052 op->facing = dir;
2053
2054 if (op->flag [FLAG_HIDDEN])
2055 do_hidden_move (op);
2056
2057 bool retval;
2058 int pick = 0;
2059
2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2061 retval = RESULT_INT (0);
2062 else if (op->contr->fire_on)
2063 retval = fire (op, dir);
2064 else
2065 {
2066 retval = move_player_attack (op, dir);
2067 pick = check_pick (op);
2068 }
2069
2070 /* Add special check for newcs players and fire on - this way, the
2071 * server can handle repeat firing.
2072 */
2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2074 op->direction = dir;
2075 else
2076 op->direction = 0;
2077
2078 /* Update how the player looks. Use the facing, so direction may
2079 * get reset to zero. This allows for full animation capabilities
2080 * for players.
2081 */
2082 animate_object (op, op->facing);
2083
2084 return retval;
2256} 2085}
2257 2086
2258/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2088 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2090 * the new speed values for commands.
2262 * 2091 *
2263 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2264 */ 2095 */
2096bool
2265int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2266{ 2098{
2267 if (op->contr->hidden) { 2099 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2100 {
2269 /* the socket code flashes the player visible/invisible 2101 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2102 {
2271 * alternate it here for it to work correctly. 2103 --op->speed_left;
2272 */ 2104 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2105
2106 return true;
2107 }
2108 else
2109 return false;
2274 } 2110 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282 2111
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2114 * called, so we recheck it here.
2307 */ 2115 */
2308 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2117 return true;
2310 2118
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2121
2321 else return 0; 2122 return false;
2322 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2129 return 0;
2324}
2325 2130
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2132 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2133 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2134 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2136
2338 if (op->contr) 2137 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2138 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2139
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2140 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2345 if(op->stats.food<0) 2143 if (op->stats.food < 0)
2346 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2145
2146 op->update_stats ();
2348 return 1; 2147 return 1;
2349 } 2148 }
2149
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2153 return 0;
2354} 2154}
2355 2155
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2359 * from. 2159 * from.
2360 */ 2160 */
2161static void
2361void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2362{ 2163{
2363 object *next;
2364
2365 while (op) { 2164 while (op)
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 } 2165 {
2380} 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2167
2168 if (op->flag [FLAG_UNPAID])
2169 op->insert_at (env);
2170 else if (op->inv)
2171 drop_unpaid_items (op->inv, env);
2382 2172
2383/* 2173 op = next;
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2174 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2175}
2419 2176
2177void
2178object::drop_unpaid_items ()
2179{
2180 if (!flag [FLAG_REMOVED])
2181 ::drop_unpaid_items (inv, this);
2182}
2420 2183
2421 2184void
2422void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2423 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i;
2427 int rate_hp = 1200; 2189 int rate_hp = 1200;
2428 int rate_sp = 2500; 2190 int rate_sp = 2500;
2429 int rate_grace = 2000; 2191 int rate_grace = 2000;
2430 const int max_hp = 1; 2192 const int max_hp = 1;
2431 const int max_sp = 1; 2193 const int max_sp = 1;
2432 const int max_grace = 1; 2194 const int max_grace = 1;
2433 2195
2434 if (op->contr->outputs_sync) { 2196#if 0
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2197 if (op->contr->hidden)
2436 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]);
2439 }
2440
2441 if(op->contr->state==ST_PLAYING) {
2442
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 } 2198 {
2457 if(op->contr->gen_grace >= 0) 2199 op->invisible = 1000;
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2200 /* the socket code flashes the player visible/invisible
2459 else { 2201 * depending on the value of invisible, so we need to
2460 gen_grace = op->stats.maxgrace; 2202 * alternate it here for it to work correctly.
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 } 2203 */
2479 if (max_sp>1) { 2204 if (server_tick & 2)
2480 over_sp = (gen_sp+10)/rate_sp; 2205 op->invisible--;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2206 }
2512 } else { 2207 else
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2208#endif
2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2210 {
2211 if (!op->invisible--)
2212 {
2213 make_visible (op);
2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2215 }
2216 }
2556 2217
2218 if (op->contr->ns->state == ST_PLAYING)
2219 {
2220 /* these next three if clauses make it possible to SLOW DOWN
2221 hp/grace/spellpoint regeneration. */
2557 if(op->contr->gen_hp > 0) 2222 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2223 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2224 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2225 {
2226 gen_hp = op->stats.maxhp;
2227 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2228 }
2229
2230 if (op->contr->gen_sp >= 0)
2231 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2232 else
2233 {
2234 gen_sp = op->stats.maxsp;
2235 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2236 }
2237
2238 if (op->contr->gen_grace >= 0)
2239 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2240 else
2241 {
2242 gen_grace = op->stats.maxgrace;
2243 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2244 }
2245
2246 /* Regenerate Grace */
2247 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2248 if (--op->last_grace < 0)
2249 {
2250 if (op->stats.grace < op->stats.maxgrace / 2)
2251 op->stats.grace++; /* no penalty in food for regaining grace */
2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2255 if (max_grace > 1)
2256 {
2257 int over_grace = temp / rate_grace;
2258
2259 if (over_grace > 0)
2260 {
2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2262 op->last_grace = 0;
2263 }
2264 else
2265 op->last_grace = rate_grace / temp;
2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2269
2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2277 {
2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2279
2280 if (op->stats.sp < op->stats.maxsp)
2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!op->flag [FLAG_WIZ])
2286 {
2287 op->stats.food--;
2288
2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2292 op->stats.food = last_food;
2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 int over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2325 {
2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!op->flag [FLAG_WIZ])
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2342 if (max_hp > 1)
2343 {
2344 int over_hp = temp / rate_hp;
2345
2346 if (over_hp > 0)
2347 {
2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2349 op->last_heal = 0;
2350 }
2351 else
2352 op->last_heal = rate_hp / temp;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2356 }
2357 }
2358
2359 /* Digestion */
2360 if (--op->last_eat < 0)
2361 {
2362 int bonus = max (0, op->contr->digestion),
2363 penalty = max (0, -op->contr->digestion);
2364
2365 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2366
2561 /* dms do not consume food */ 2367 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2368 if (!op->flag [FLAG_WIZ])
2563 } 2369 op->stats.food--;
2564 } 2370 }
2565 2371
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2372 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2373 {
2374 object *flesh = 0;
2568 2375
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2376 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2377 {
2378 if (tmp->flag [FLAG_UNPAID])
2379 continue;
2380
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2381 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2382 {
2573 manual_apply(op,tmp,0); 2383 op->statusmsg ("You blindly grab for a bite of food. "
2384 "H<To prevent you from starving, you ate some random item from your backpack.>");
2385 op->apply (tmp);
2386
2574 if(op->stats.food>=0||op->stats.hp<0) 2387 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2388 break;
2576 } 2389 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2390 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2391 flesh = tmp;
2579 } /* end of for loop */ 2392 }
2393
2580 /* If player is still starving, it means they don't have any food, so 2394 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2395 * eat flesh instead.
2582 */ 2396 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2397 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2398 {
2585 manual_apply(op,flesh,0); 2399 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2400 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2401 op->apply (flesh);
2402 }
2588 2403
2589 while(op->stats.food<0&&op->stats.hp>0) 2404 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2405 if (op->stats.food < 0)
2591 2406 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2407 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2408 }
2409
2410 if (op->stats.food < 0)
2411 {
2412 op->stats.hp += op->stats.food;
2413 op->stats.food = 0;
2414
2415 if (op->stats.hp < 0)
2416 {
2417 op->contr->killer = archetype::get ("killer_starvation");
2418 op->contr->killer->destroy ();
2419 }
2420 }
2421
2422 /* killer should be set here already */
2423 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2424 kill_player (op);
2425 }
2426}
2597 2427
2598/* If the player should die (lack of hp, food, etc), we call this. 2428/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2429 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2430 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2431 * file.
2602 */ 2432 */
2433void
2603void kill_player(object *op) 2434kill_player (object *op)
2604{ 2435{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2436 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2437 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2438 int will_kill_again;
2614 archetype *at; 2439 archetype *at;
2615 object *tmp; 2440 object *tmp;
2616 2441
2617 if(save_life(op)) 2442 if (save_life (op))
2618 return; 2443 return;
2619 2444
2445 dynbuf_text deathtab;
2620 2446
2447 /* restore player */
2448 at = archetype::find (shstr_poisoning);
2449 if (object *tmp = present_arch_in_ob (at, op))
2450 {
2451 tmp->destroy ();
2452 deathtab << "Your body feels cleansed...\r";
2453 }
2454
2455 at = archetype::find (shstr_confusion);
2456 if (object *tmp = present_arch_in_ob (at, op))
2457 {
2458 tmp->destroy ();
2459 deathtab << "Your mind feels clearer...\r";
2460 }
2461
2462 cure_disease (op, 0, 0); /* remove any disease */
2463
2464 max_it (op->stats.hp , op->stats.maxhp);
2465 max_it (op->stats.sp , op->stats.maxsp);
2466 max_it (op->stats.grace, op->stats.maxgrace);
2467 max_it (op->stats.food , 200);
2468
2469 // remove all spell effects that are active
2470 // to avoid long-term effects such as word-of-recall
2471 for (object *item = op->inv; item; )
2472 {
2473 object *next = item->below;
2474
2475 if (item->type == SPELL_EFFECT && item->active)
2476 item->destroy ();
2477
2478 item = next;
2479 }
2480
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2481 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2482 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2483 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2484 */
2625 if (op_on_battleground(op, &x, &y)) { 2485 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2486 {
2627 "You have been defeated in combat!"); 2487 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2488
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2489 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2490 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2491
2655 { 2492 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2493 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2494 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2495 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2496 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2497 (int)op->level,
2661 op->contr->killer); 2498 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2499 );
2500 tmp->value = 0, tmp->type = 0;
2501 tmp->material = name_to_material (shstr_organic);
2502 tmp->insert_at (op, tmp);
2503
2669 /* teleport defeated player to new destination*/ 2504 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2505 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2506 op->contr->braced = 0;
2672 return;
2673 }
2674 2507
2508 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2509 return;
2510 }
2511
2512 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2513 deathtab << "T<YOU HAVE DIED>\n\n";
2514
2675 INVOKE_PLAYER (DEATH, op->contr); 2515 INVOKE_PLAYER (DEATH, op->contr);
2676 2516
2677 command_kill_pets (op, 0); 2517 command_kill_pets (op, 0);
2678 2518
2679 if(op->stats.food<0) { 2519 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2520
2700 /* save the map location for corpse, gravestone*/ 2521 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2522 x = op->x;
2523 y = op->y;
2524 map = op->map;
2702 2525
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2526 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2527 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2528 * See the config.h file for a little more in depth detail about this.
2708 */ 2529 */
2709 2530
2710 /* Basically two ways to go - remove a stat permanently, or just 2531 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2532 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2533 * of death.
2713 */ 2534 */
2714#ifndef COZY_SERVER 2535#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2536 if (settings.balanced_stat_loss)
2537 {
2716 /* If stat loss is permanent, lose one stat only. */ 2538 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2539 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2540 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2541 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2542 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2543 little bit harder. */
2722 /* GD */ 2544 /* GD */
2723 if (settings.stat_loss_on_death) 2545 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2546 num_stats_lose = 1;
2725 else 2547 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2548 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2549 }
2550 else
2728 num_stats_lose = 1; 2551 num_stats_lose = 1;
2729 } 2552
2730 lost_a_stat = 0; 2553 lost_a_stat = 0;
2731 2554
2732 for (z=0; z<num_stats_lose; z++) { 2555 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2556 {
2557 i = rndm (NUM_STATS);
2734 2558
2735 if (settings.stat_loss_on_death) { 2559 if (settings.stat_loss_on_death)
2560 {
2736 /* Pick a random stat and take a point off it. Tell the player 2561 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2562 * what he lost.
2738 */ 2563 */
2739 change_attr_value(&(op->stats), i,-1); 2564 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2565 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2566 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2567 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2568 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2569 lost_a_stat = 1;
2745 } else { 2570 }
2571 else
2572 {
2746 /* deplete a stat */ 2573 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2574 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2575 object *dep;
2576
2577 dep = present_arch_in_ob (deparch, op);
2578 if (!dep)
2749 2579 {
2750 dep = present_arch_in_ob(deparch,op); 2580 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2581 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2582 }
2783 if (lose_this_stat) { 2583 lose_this_stat = 1;
2584 if (settings.balanced_stat_loss)
2585 {
2586 /* GD */
2587 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2588 this_stat = get_attr_value (&(dep->stats), i);
2589 if (this_stat < 0)
2590 {
2591 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2592 int keep_chance = this_stat * this_stat;
2593
2594 /* Yes, I am paranoid. Sue me. */
2595 if (keep_chance < 1)
2596 keep_chance = 1;
2597
2598 /* There is a maximum depletion total per level. */
2599 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2600 {
2601 lose_this_stat = 0;
2602 /* Take loss chance vs keep chance to see if we
2603 retain the stat. */
2604 }
2605 else
2606 {
2607 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2608 lose_this_stat = 0;
2609 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2610 this_stat, keep_chance, loss_chance,
2611 lose_this_stat?"LOSE":"KEEP"); */
2612 }
2613 }
2614 }
2615
2616 if (lose_this_stat)
2617 {
2618 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2619 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2620 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2621 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2622 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2623 * difference.
2790 */ 2624 */
2791 if (this_stat>=-50) { 2625 if (this_stat >= -50)
2626 {
2792 change_attr_value(&(dep->stats), i, -1); 2627 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2628 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2629 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2630 op->update_stats ();
2796 lost_a_stat = 1; 2631 lost_a_stat = 1;
2797 } 2632 }
2798 } 2633 }
2634 }
2799 } 2635 }
2800 } 2636
2801 /* If no stat lost, tell the player. */ 2637 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2638 if (!lost_a_stat)
2803 { 2639 {
2804 /* determine_god() seems to not work sometimes... why is this? 2640 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2641 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2642 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2643
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2644 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2645 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2646 else
2811 else 2647 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2648 }
2649#else
2650 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2651#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2652
2819 /* Put a gravestone up where the character 'almost' died. List the 2653 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2654 * exp loss on the stone.
2821 */ 2655 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2656 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2657 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2658 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2659 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2660 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2661 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2662 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2663
2836 /**************************************/ 2664 /**************************************/
2837 /* */ 2665 /* */
2838 /* Subtract the experience points, */ 2666 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2667 /* */
2842 /**************************************/ 2668 /**************************************/
2843 2669
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2670 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2671 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2672
2870 /* 2673 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2674 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2675 * and put them back in the map.
2873 * in the map. 2676 */
2874 */ 2677 op->drop_unpaid_items ();
2875 2678
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2679 /****************************************/
2885 /* */ 2680 /* */
2886 /* Move player to his current respawn- */ 2681 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2682 /* position (usually last savebed) */
2888 /* */ 2683 /* */
2889 /****************************************/ 2684 /****************************************/
2890 2685
2891 enter_player_savebed(op); 2686 enter_player_savebed (op);
2892 2687
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2688 op->contr->braced = 0;
2897 save_player(op,1);
2898 2689
2899 /* it is possible that the player has blown something up 2690 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2691 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2692 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2693 * on the space that might harm the player.
2903 */ 2694 */
2904 will_kill_again=0; 2695 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2696 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2697 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2698 will_kill_again |= tmp->attacktype;
2908 } 2699
2909 if (will_kill_again) { 2700 if (will_kill_again)
2701 {
2910 object *force; 2702 object *force;
2911 int at; 2703 int at;
2912 2704
2913 force=get_archetype(FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1;
2916 force->speed_left=-5.0; 2707 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2708 force->set_speed (0.1f);
2709 force->set_flag (FLAG_APPLIED);
2710
2918 for (at=0; at<NROFATTACKS; at++) { 2711 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2713 force->resist[at] = 100;
2921 } 2714
2922 insert_ob_in_ob(force, op); 2715 insert_ob_in_ob (force, op);
2923 fix_player(op); 2716 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2717 }
2982 }
2983 play_again(op);
2984 2718
2985 /* peterm: added to create a corpse at deathsite. */ 2719 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2720}
2999 2721
3000 2722static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2723loot_object (object *op)
2724{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2725 object *tmp, *next;
3003 2726
3004 if (op->container) { /* close open sack first */ 2727 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2728
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2729 for (tmp = op->inv; tmp; tmp = next)
2730 {
3009 next=tmp->below; 2731 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2732
3011 remove_ob(tmp); 2733 if (tmp->invisible)
2734 continue;
2735
2736 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2737 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2738
3014 loot_object(tmp); 2739 if (tmp->type == CONTAINER)
3015 } 2740 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2741
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2742 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2743 {
3018 if(tmp->nrof>1) { 2744 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2745 {
3020 free_object(tmp2); 2746 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2747 insert_ob_in_map (tmp, op->map, NULL, 0);
2748 }
2749 else
2750 tmp->destroy ();
2751 }
3022 } else 2752 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2754 }
3027} 2755}
3028 2756
3029/* 2757/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2758 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2759 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2760 * was changed.
3033 */ 2761 */
2762void
2763fix_weight ()
2764{
2765 for_all_players (pl)
2766 {
2767 weight_t old = pl->ob->carrying;
3034 2768
3035void fix_weight(void) { 2769 pl->ob->update_weight ();
3036 player *pl; 2770
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2771 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2772 {
3039 if(old == sum) 2773 pl->ob->update_stats ();
3040 continue; 2774 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2775 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2776 }
3045} 2777}
3046 2778
3047void fix_luck(void) { 2779void
3048 player *pl; 2780fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2781{
2782 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2783 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2784 pl->ob->change_luck (0);
3052} 2785}
3053
3054 2786
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2787/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2788 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2789 * just treat this as any other spell casting object.
3058 */ 2790 */
3059
3060void 2791void
3061cast_dust (object * op, object * throw_ob, int dir) 2792cast_dust (object *op, object *throw_ob, int dir)
3062{ 2793{
3063 object *skop, *spob; 2794 object *skop, *spob;
3064 2795
3065 skop = find_skill_by_name (op, throw_ob->skill); 2796 skop = find_skill_by_name (op, throw_ob->skill);
3066 2797
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2798 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2799 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2800 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2801 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2802 return;
3073 } 2803 }
3074 2804
3075 spob = throw_ob->inv; 2805 spob = throw_ob->inv;
3076 2806
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2807 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2808 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2809 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2810 if (!spob)
3081 { 2811 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2812 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2813 return;
3085 } 2814 }
3086 2815
3087 if (op->type == PLAYER) 2816 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2817 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2818
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2819 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2820
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2821 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2822}
3096 2823
2824void
3097void make_visible (object *op) { 2825make_visible (object *op)
3098 op->hide = 0; 2826{
2827 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2828 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2829
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2830 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2831 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2832 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2833 op->contr->invis_race = 0;
2834 }
2835
2836 update_object (op, UP_OBJ_CHANGE);
2837}
2838
2839int
2840is_true_undead (object *op)
2841{
2842 if (op->arch->flag [FLAG_UNDEAD])
2843 return 1;
2844
3116 return 0; 2845 return 0;
3117} 2846}
3118 2847
3119/* look at the surrounding terrain to determine 2848/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2849 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2850 * indicate greater hideability.
3122 */ 2851 */
3123 2852int
3124int hideability(object *ob) { 2853hideability (object *ob)
2854{
3125 int i,level=0, mflag; 2855 int i, level = 0, mflag;
3126 sint16 x,y; 2856 sint16 x, y;
3127 2857
3128 if(!ob||!ob->map) return 0; 2858 if (!ob || !ob->map)
2859 return 0;
3129 2860
3130 /* so, on normal lighted maps, its hard to hide */ 2861 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2862 level = ob->map->darklevel () - 2;
3132 2863
3133 /* this also picks up whether the object is glowing. 2864 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2865 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2866 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2867 if (ob->has_carried_lights ())
2868 level = -(10 + (2 * ob->map->darklevel ()));
3137 2869
3138 /* scan through all nearby squares for terrain to hide in */ 2870 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2871 for (i = 0, x = ob->x, y = ob->y;
2872 i <= SIZEOFFREE1;
2873 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2874 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2875 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2876 if (mflag & P_OUT_OF_MAP)
2877 continue;
2878
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2879 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2880 level += 2;
3144 else /* open terrain! */ 2881 else /* open terrain! */
3145 level -= 1; 2882 level -= 1;
3146 } 2883 }
3147 2884
3148#if 0 2885#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2886 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2887#endif
3151 return level; 2888 return level;
3152} 2889}
3153 2890
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2891/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2892 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2893 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2894 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2895 */
3159 2896void
3160void do_hidden_move (object *op) { 2897do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2898{
3162 object *skop; 2899 int hide = 0;
3163 2900
3164 if(!op || !op->map) return; 2901 if (!op || !op->map)
2902 return;
3165 2903
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2904 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2905 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2906
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2907 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2908 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2909 if (!skop || num >= skop->level)
2910 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2911 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2912 make_visible (op);
3173 return; 2913 return;
3174 } else num += 20;
3175 } 2914 }
2915 else
2916 num += 20;
2917
3176 num += op->map->difficulty; 2918 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2919 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2920 num -= hide;
2921
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2922 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2923 {
3180 make_visible(op); 2924 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2925
3182 "You moved out of hiding! You are visible!"); 2926 if (op->type == PLAYER)
2927 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2928 }
3184 else if (op->type == PLAYER && skop) { 2929 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2930 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2931}
3188 2932
3189/* determine if who is standing near a hostile creature. */ 2933/* determine if who is standing near a hostile creature. */
3190 2934
2935int
3191int stand_near_hostile( object *who ) { 2936stand_near_hostile (object *who)
2937{
3192 object *tmp=NULL; 2938 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2939 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2940 maptile *m;
3195 sint16 x,y; 2941 sint16 x, y;
3196 2942
3197 if(!who) return 0; 2943 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2944 return 0;
3227}
3228 2945
2946 if (who->type == PLAYER)
2947 player = 1;
2948
2949 else
2950 friendly = who->flag [FLAG_FRIENDLY];
2951
2952 /* search adjacent squares */
2953 for (i = 1; i < 9; i++)
2954 {
2955 x = who->x + freearr_x[i];
2956 y = who->y + freearr_y[i];
2957 m = who->map;
2958 mflags = get_map_flags (m, &m, x, y, &x, &y);
2959 /* space must be blocked if there is a monster. If not
2960 * blocked, don't need to check this space.
2961 */
2962 if (mflags & P_OUT_OF_MAP)
2963 continue;
2964 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2965 continue;
2966
2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2968 {
2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2970 return 1;
2971 else if (tmp->type == PLAYER)
2972 return 1;
2973 }
2974 }
2975 return 0;
2976}
2977
3229/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2986 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2988 * -b.t.
3240 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
3241 */ 2990 */
3242 2991int
3243int player_can_view (object *pl,object *op) { 2992player_can_view (object *pl, object *op)
2993{
3244 rv_vector rv; 2994 rv_vector rv;
3245 int dx,dy; 2995 int dx, dy;
3246 2996
3247 if(pl->type!=PLAYER) { 2997 if (pl->type != PLAYER)
2998 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2999 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3000 return -1;
3274 op = op->more;
3275 } 3001 }
3002
3003 if (!pl || !op)
3276 return 0; 3004 return 0;
3277}
3278 3005
3279/* routine for both players and monsters. We call this when 3006 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 3007
3281 * place or invisiblity spell. Artefact invisiblity is not 3008 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 3009
3283 * return 0. 3010 /* starting with the 'head' part, lets loop
3011 * through the object and find if it has any
3012 * part that is in the los array but isn't on
3013 * a blocked los square.
3014 * we use the archetype to figure out offsets.
3284 */ 3015 */
3285int action_makes_visible (object *op) { 3016 while (op)
3017 {
3018 dx = rv.distance_x + op->arch->x;
3019 dy = rv.distance_y + op->arch->y;
3286 3020
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3021 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3022 return 1;
3297 } 3023
3024 op = op->more;
3298 } 3025 }
3026
3299 return 0; 3027 return 0;
3300} 3028}
3301 3029
3302/* op_on_battleground - checks if the given object op (usually 3030/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3031 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3032 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3033 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3034 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3035 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3036 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3037 */
3038int
3310int op_on_battleground (object *op, int *x, int *y) { 3039op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3040{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3041 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3042 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3043 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3044 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3045 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3046 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3047 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3048 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3049 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3050 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3051 if (tmp->flag [FLAG_NO_PICK]
3052 && tmp->type == BATTLEGROUND
3053 && tmp->name == shstr_battleground
3054 && EXIT_X (tmp) && EXIT_Y (tmp))
3055 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3056 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3057 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3058 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3059 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3060 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3061 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3062 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3063
3064 return 1;
3065 }
3066
3067 if (x && y)
3068 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3069
3332 return 1; 3070 return 1;
3333 } 3071 }
3334 } 3072 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3073 }
3340 } 3074
3341 }
3342 /* If we got here, did not find a battleground */ 3075 /* If we got here, did not find a battleground */
3343 return 0; 3076 return 0;
3344} 3077}
3345 3078
3346/* 3079/*
3350 * attributes: 3083 * attributes:
3351 * object *who the dragon player 3084 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3085 * int atnr the attack-number of the ability focus
3353 * int level ability level 3086 * int level ability level
3354 */ 3087 */
3088void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3089dragon_ability_gain (object *who, int atnr, int level)
3090{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3091 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3092 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3093 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3094 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3095 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3096 int i = 0, j = 0;
3362 3097
3363 /* get the appropriate treasurelist */ 3098 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3099 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3100 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3101 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3102 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3103 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3104 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3105 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3106 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3107
3373 if (trlist == NULL || who->type != PLAYER) 3108 if (trlist == NULL || who->type != PLAYER)
3374 return; 3109 return;
3375 3110
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3111 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3112
3378 3113 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3114 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3115 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3116 return;
3382 } 3117 }
3383 3118
3384 /* everything seems okay - now bring on the gift: */ 3119 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3120 item = tr->item;
3386 3121
3387 if (item->type == SPELL) { 3122 if (item->type == SPELL)
3123 {
3388 if (check_spell_known (who, item->name)) 3124 if (check_spell_known (who, item->name))
3389 return; 3125 return;
3390 3126
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3127 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3128 do_learn_spell (who, item, 0);
3393 return; 3129 return;
3394 } 3130 }
3395 3131
3396 /* grant direct spell */ 3132 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3133 if (item->type == SPELLBOOK)
3134 {
3398 if (!item->inv) { 3135 if (!item->inv)
3136 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3137 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3138 return;
3402 } 3139 }
3403 if (check_spell_known (who, item->inv->name)) 3140 if (check_spell_known (who, item->inv->name))
3404 return; 3141 return;
3405 if (item->invisible) { 3142 if (item->invisible)
3143 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3144 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3145 do_learn_spell (who, item->inv, 0);
3408 return; 3146 return;
3409 } 3147 }
3410 } 3148 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3149 else if (item->type == SKILL_TOOL && item->invisible)
3150 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3151 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3152 {
3413 3153
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3154 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3155 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3156 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3157 * but not all of them, he gets nothing.
3418 */ 3158 */
3419 if (!(skop->attacktype & item->attacktype)) { 3159 if (!(skop->attacktype & item->attacktype))
3160 {
3420 /* Give new attacktype */ 3161 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3162 skop->attacktype |= item->attacktype;
3422 3163
3423 /* always add physical if there's none */ 3164 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3165 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3166
3429 /* Give player new face */ 3167 if (item->msg != NULL)
3430 if (item->animation_id) {
3431 who->face = skop->face;
3432 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0;
3435 who->state = 0;
3436 animate_object(who, who->direction);
3437 }
3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */
3443 object *skin;
3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below);
3447 if (skin == NULL) return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) {
3457 if (j)
3458 strcat(buf," and ");
3459 else
3460 j = 1;
3461 strcat(buf, spellpathnames[i]);
3462 }
3463 }
3464 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 }
3467
3468 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475
3476 /* print message if there is one */
3477 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3168 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else {
3481 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 }
3488}
3489 3169
3490/** 3170 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3171 if (item->animation_id)
3492 * not readied. 3172 {
3493 */ 3173 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3174 who->animation_id = item->animation_id;
3495 rangetype i; 3175 who->anim_speed = item->anim_speed;
3496 3176 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3177 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3178 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3179 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3180 }
3503 } 3181 }
3504 } 3182 }
3183 else if (item->type == FORCE)
3184 {
3185 /* forces in the treasurelist can alter the player's stats */
3186 object *skin;
3187
3188 /* first get the dragon skin force */
3189 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3190 ;
3191
3192 if (!skin)
3193 return;
3194
3195 /* adding new spellpath attunements */
3196 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3197 {
3198 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3199
3200 /* print message */
3201 sprintf (buf, "You feel attuned to ");
3202 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3203 {
3204 if (item->path_attuned & (1 << i))
3205 {
3206 if (j)
3207 strcat (buf, " and ");
3208 else
3209 j = 1;
3210 strcat (buf, spellpathnames[i]);
3211 }
3212 }
3213
3214 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 }
3217
3218 /* evtl. adding flags: */
3219 if (item->flag [FLAG_XRAYS])
3220 skin->set_flag (FLAG_XRAYS);
3221 if (item->flag [FLAG_STEALTH])
3222 skin->set_flag (FLAG_STEALTH);
3223 if (item->flag [FLAG_SEE_IN_DARK])
3224 skin->set_flag (FLAG_SEE_IN_DARK);
3225
3226 /* print message if there is one */
3227 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3231 {
3232 /* generate misc. treasure */
3233 tmp = tr->item->instance ();
3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3235 who->insert (tmp);
3236 }
3505} 3237}
3238
3239//-GPL
3240
3241sint8
3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275
3276void
3277object::failmsgf (const char *format, ...)
3278{
3279 if (!contr)
3280 return;
3281
3282 va_list ap;
3283 va_start (ap, format);
3284 contr->failmsg (vformat (format, ap));
3285 va_end (ap);
3286}
3287
3288void
3289player::failmsgf (const char *format, ...)
3290{
3291 va_list ap;
3292 va_start (ap, format);
3293 failmsg (vformat (format, ap));
3294 va_end (ap);
3295}
3296

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