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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 37
58player* find_player_partial_name( const char* plname ) 38/* This loads the first map an puts the player on it. */
59 { 39static void
60 player* pl; 40set_first_map (object *op)
61 player* found = NULL; 41{
62 size_t namelen = strlen( plname ); 42 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 43 op->x = -1;
64 { 44 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 45}
104 46
105void send_rules(const object *op) { 47void
106 char buf[MAX_BUF]; 48player::activate ()
107 char rules[HUGE_BUF]; 49{
108 FILE *fp; 50 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 observe = ob;
167
168 deactivate ();
169}
170
171// the need for this function can be explained
172// by load_object not returning the object
173void
174player::set_object (object *op)
175{
176 ob = observe = op;
177 ob->contr = this; /* this aren't yet in archetype */
178
179 ob->speed = 1.0f;
180 ob->speed_left = 0.5f;
181
182 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
122 { 191 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 192 case SKILL:
124 break; 193 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 194 break;
167 } 195
168 strncat(news+size,buf,HUGE_BUF-size); 196 case WAND:
169 size+=strlen(buf); 197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
170 } 206 }
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}
180 207
181int playername_ok(const char *cp) { 208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 209 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 210}
190 211
191/* This no longer sets the player map. Also, it now updates 212void
192 * all the pointers so the caller doesn't need to do that. 213player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 214{
194 */ 215 observe = op ? op : ob;
216 do_los = 1;
217}
195 218
196/* Redo this to do both get_player_ob and get_player. 219player::player ()
197 * Hopefully this will be less bugfree and simpler. 220{
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
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
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
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value - 221 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 222 * we deal with that below this point.
237 */ 223 */
238 p->party=NULL; 224 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 225 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 226 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 227
244#ifdef AUTOSAVE 228 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 229
246#endif 230 gen_sp_armour = 10;
231 bowtype = bow_normal;
232 petmode = pet_normal;
233 usekeys = containers;
234 peaceful = 1; /* default peaceful */
235 do_los = 1;
236
237 weapon_sp = 1.0f;
238 weapon_sp_left = 0.5f;
239}
240
241void
242player::do_destroy ()
243{
244 disconnect ();
245
246 attachable::do_destroy ();
247
248 if (ob)
247 249 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 250 ob->destroy_inv (false);
251 ob->destroy ();
249 252 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 253
259 roll_stats(op); 254 ob = observe = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 255}
301 256
302 257player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 258{
306 strcpy(op->contr->maplevel, first_map_path); 259 /* Clear item stack */
307 op->x = -1; 260 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 261}
311 262
312/* Tries to add player on the connection passwd in ns. 263/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 264 * All we can really get in this is some settings like host and display
314 * mode. 265 * mode.
315 */ 266 */
267player *
268player::create ()
269{
270 player *pl = new player;
316 271
317int add_player(NewSocket *ns) { 272 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 273
320 p=get_player(NULL); 274 pl->ob->roll_stats ();
321 p->socket = *ns; 275 pl->ob->stats.wc = 2;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 276 pl->ob->run_away = 25; /* Then we panick... */
323 if(p->socket.faces_sent == NULL) 277
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 278 set_first_map (pl->ob);
332 279
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 280 return pl;
340} 281}
341 282
342/* 283/*
343 * get_player_archetype() return next player archetype from archetype 284 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 285 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 286 * Note: there MUST be at least one player archetype!
346 */ 287 */
288archetype *
347archetype *get_player_archetype(archetype* at) 289get_player_archetype (archetype *at)
348{ 290{
349 archetype *start = at; 291 // archetypes could have been reloaded
350 for (;;) { 292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 293
352 at=first_archetype; 294 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 295 return at;
357 if (at == start) { 296
358 LOG (llevError, "No Player archetypes\n"); 297 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 298
360 } 299 for (;;)
361 } 300 {
362} 301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
363 305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309}
364 310
311object *
365object *get_nearest_player(object *mon) { 312get_nearest_player (object *mon)
313{
366 object *op = NULL; 314 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 315 objectlink *ol;
369 unsigned lastdist; 316 unsigned lastdist;
370 rv_vector rv; 317 rv_vector rv;
371 318
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 319 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 320 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 321 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 322 continue;
399 323
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 324 if (lastdist > rv.distance)
409 op=pl->ob; 325 {
326 op = ol->ob;
410 lastdist=rv.distance; 327 lastdist = rv.distance;
328 }
411 } 329 }
412 } 330
413 } 331 for_all_players (pl)
332 if (can_detect_enemy (mon, pl->ob, &rv))
333 if (lastdist > rv.distance)
334 {
335 op = pl->ob;
336 lastdist = rv.distance;
337 }
338
414#if 0 339#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 340 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 341#endif
417 return op; 342 return op;
418} 343}
419 344
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 345/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 346 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 347 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 361 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 362 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 363 * is probably not a good thing.
439 */ 364 */
440#define MAX_SPACES 50 365#define MAX_SPACES 50
441
442 366
443/* 367/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 368 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 369 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 370 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 383 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 384 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 385 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 386 * is blocking itself.
463 */ 387 */
388int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 389path_to_player (object *mon, object *pl, unsigned mindiff)
390{
465 rv_vector rv; 391 rv_vector rv;
466 sint16 x,y; 392 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 393 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 394 maptile *m, *lastmap;
469 395
470 get_rangevector(mon, pl, &rv, 0); 396 get_rangevector (mon, pl, &rv, 0);
471 397
472 if (rv.distance<mindiff) return 0; 398 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 399 return 0;
725}
726 400
727void confirm_password(object *op) { 401 x = mon->x;
402 y = mon->y;
403 m = mon->map;
404 dir = rv.direction;
405 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
406 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 407
729 op->contr->write_buf[0]='\0'; 408 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 409 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 410 return 0;
732}
733 411
412 while (diff > 1 && max > 0)
413 {
414 lastx = x;
415 lasty = y;
416 lastmap = m;
417 x = lastx + freearr_x[dir];
418 y = lasty + freearr_y[dir];
419
420 mflags = get_map_flags (m, &m, x, y, &x, &y);
421 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
422
423 /* Space is blocked - try changing direction a little */
424 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
425 && (m == mon->map && blocked_link (mon, m, x, y))))
426 {
427 /* recalculate direction from last good location. Possible
428 * we were not traversing ideal location before.
429 */
430 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
431 if (rv.direction != dir)
432 {
433 /* OK - says direction should be different - lets reset the
434 * the values so it will try again.
435 */
436 x = lastx;
437 y = lasty;
438 m = lastmap;
439 dir = firstdir = rv.direction;
440 }
441 else
442 {
443 /* direct path is blocked - try taking a side step to
444 * either the left or right.
445 * Note increase the values in the loop below to be
446 * more than -1/1 respectively will mean the monster takes
447 * bigger detour. Have to be careful about these values getting
448 * too big (3 or maybe 4 or higher) as the monster may just try
449 * stepping back and forth
450 */
451 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
452 {
453 if (i == 0)
454 continue; /* already did this, so skip it */
455 /* Use lastdir here - otherwise,
456 * since the direction that the creature should move in
457 * may change, you could get infinite loops.
458 * ie, player is northwest, but monster can only
459 * move west, so it does that. It goes some distance,
460 * gets blocked, finds that it should move north,
461 * can't do that, but now finds it can move east, and
462 * gets back to its original point. lastdir contains
463 * the last direction the creature has successfully
464 * moved.
465 */
466
467 x = lastx + freearr_x[absdir (lastdir + i)];
468 y = lasty + freearr_y[absdir (lastdir + i)];
469 m = lastmap;
470 mflags = get_map_flags (m, &m, x, y, &x, &y);
471 if (mflags & P_OUT_OF_MAP)
472 continue;
473 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
474 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
475 continue;
476 if (mflags & P_BLOCKSVIEW)
477 continue;
478
479 if (m == mon->map && blocked_link (mon, m, x, y))
480 break;
481 }
482 /* go through entire loop without finding a valid
483 * sidestep to take - thus, no valid path.
484 */
485 if (i == (DETOUR_AMOUNT + 1))
486 return 0;
487 diff--;
488 lastdir = dir;
489 max--;
490 if (!firstdir)
491 firstdir = dir + i;
492 } /* else check alternate directions */
493 } /* if blocked */
494 else
495 {
496 /* we moved towards creature, so diff is less */
497 diff--;
498 max--;
499 lastdir = dir;
500 if (!firstdir)
501 firstdir = dir;
502 }
503
504 if (diff <= 1)
505 {
506 /* Recalculate diff (distance) because we may not have actually
507 * headed toward player for entire distance.
508 */
509 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
510 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
511 }
512
513 if (diff > max)
514 return 0;
515 }
516
517 /* If we reached the max, didn't find a direction in time */
518 if (!max)
519 return 0;
520
521 return firstdir;
522}
523
524void
525give_initial_items (object *pl, treasurelist *items)
526{
527 if (pl->randomitems)
528 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
529
530 for (object *next, *op = pl->inv; op; op = next)
531 {
532 next = op->below;
533
534 /* Forces get applied per default, unless they have the
535 * flag "neutral" set. Sorry but I can't think of a better way
536 */
537 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
538 SET_FLAG (op, FLAG_APPLIED);
539
540 /* we never give weapons/armour if these cannot be used
541 * by this player due to race restrictions
542 */
543 if (pl->type == PLAYER)
544 {
545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
546 &&
547 (op->type == ARMOUR || op->type == BOOTS
548 || op->type == CLOAK || op->type == HELMET
549 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE))
551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
552 {
553 op->destroy ();
554 continue;
555 }
556 }
557
558 /* Here we remove duplicated skills (as duplicated spell objects have
559 * _very_ confusing effects for players), which could for instance be
560 * generated by bad treasurelists. - elmex
561 */
562 if (op->type == SKILL)
563 {
564 for (object *tmp = op->below; tmp; tmp = tmp->below)
565 if (tmp->type == op->type && tmp->name == op->name)
566 {
567 op->destroy ();
568 LOG (llevError,
569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
570 break;
571 }
572
573 if (op->nrof > 1)
574 op->nrof = 1;
575 }
576
577 if (op->type == SPELLBOOK && op->inv)
578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
579
580 /* Give starting characters identified, uncursed, and undamned
581 * items. Just don't identify gold or silver, or it won't be
582 * merged properly.
583 */
584 if (need_identify (op))
585 {
586 SET_FLAG (op, FLAG_IDENTIFIED);
587 CLEAR_FLAG (op, FLAG_CURSED);
588 CLEAR_FLAG (op, FLAG_DAMNED);
589 }
590
591 if (op->type == SPELL)
592 {
593 op->destroy ();
594 continue;
595 }
596 else if (op->type == SKILL)
597 {
598 SET_FLAG (op, FLAG_CAN_USE_SKILL);
599 op->stats.exp = 0;
600 op->level = 1;
601 }
602 else /* lock all 'normal items by default */
603 SET_FLAG (op, FLAG_INV_LOCKED);
604 } /* for loop of objects in player inv */
605
606 /* Need to set up the skill pointers */
607 pl->contr->link_skills ();
608}
609
610void
734void get_party_password(object *op, partylist *party) { 611get_party_password (object *op, partylist *party)
612{
735 if (party == NULL) { 613 if (party == NULL)
614 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 615 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 616 return;
738 } 617 }
618
739 op->contr->write_buf[0]='\0'; 619 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 620 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 621 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 622 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 623}
744
745 624
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 625/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
626static int
747int roll_stat(void) { 627roll_stat (void)
628{
748 int a[4],i,j,k; 629 int a[4], i, j, k;
749 630
750 for(i=0;i<4;i++) 631 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 632 a[i] = (int) rndm (6) + 1;
752 633
753 for(i=0,j=0,k=7;i<4;i++) 634 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 635 if (a[i] < k)
755 k=a[i],j=i; 636 k = a[i], j = i;
756 637
757 for(i=0,k=0;i<4;i++) { 638 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 639 if (i != j)
759 k+=a[i]; 640 k += a[i];
760 } 641
761 return k; 642 return k;
762} 643}
763 644
764void roll_stats(object *op) { 645void
646object::roll_stats ()
647{
648 int statsort [NUM_STATS];
649
650 for (;;)
651 {
765 int sum=0; 652 int sum = 0;
766 int i = 0, j = 0; 653 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 654 sum += statsort [i] = roll_stat ();
768 655
769 do { 656 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 657 break;
771 op->stats.Dex=roll_stat(); 658 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 659
782 /* Sort the stats so that rerolling is easier... */ 660 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 661 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 662
791 /* a quick and dirty bubblesort? */ 663 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 664 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 665
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 666 stats.exp = 0;
822 op->stats.ac=0; 667 stats.ac = 0;
823 668
669 stats.hp = stats.maxhp;
670 stats.sp = stats.maxsp;
671 stats.grace = stats.maxgrace;
672
673 if (contr)
674 {
824 op->contr->levhp[1] = 9; 675 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 676 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 677 contr->levgrace[1] = 3;
827 678
828 fix_player(op); 679 contr->orig_stats = stats;
680 }
681}
682
683void
684object::swap_stats (int a, int b)
685{
686 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
687
688 for (int i = 0; i < NUM_STATS; ++i)
689 stats.stat (i) = contr->orig_stats.stat (i);
690
691 //TODO: the following code looks so borked and should, at the very least,
692 // be merged with the similar code in roll_stats
693 stats.ac = 0;
694
695 level = 1;
696 stats.exp = 0;
697 stats.ac = 0;
698
829 op->stats.hp = op->stats.maxhp; 699 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 700 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 701 stats.grace = stats.maxgrace;
702
703 if (contr)
704 {
705 contr->levhp[1] = 9;
706 contr->levsp[1] = 6;
707 contr->levgrace[1] = 3;
708
832 op->contr->orig_stats=op->stats; 709 contr->orig_stats = stats;
710 }
833} 711}
834 712
835void Roll_Again(object *op) 713static void
714start_info (object *op)
836{ 715{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 716 char buf[MAX_BUF];
845 717
846 if ( op->contr->Swap_First == -1 ) { 718 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 719 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 720}
954 721
955/* This function takes the key that is passed, and does the 722/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 723 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 724 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 725 * separate race and class; this actually changes the RACE,
959 * not the class. 726 * not the class.
960 */ 727 */
961 728void
962int key_change_class(object *op, char key) 729player::chargen_race_done ()
963{ 730{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 731 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 732 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 733
734 treasurelist *tl = treasurelist::find ("starting_wealth");
735 if (tl)
736 create_treasure (tl, ob, 0, 0, 0);
737
978 INVOKE_PLAYER (BIRTH, op->contr); 738 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 739 INVOKE_PLAYER (LOGIN, ob->contr);
980 740
981 op->contr->state=ST_PLAYING; 741 ob->contr->ns->state = ST_PLAYING;
982 742
983 if (op->msg) { 743 if (ob->msg)
984 free_string(op->msg); 744 ob->msg = 0;
985 op->msg=NULL;
986 }
987 745
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 746 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 748 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 749 esrv_send_inventory (ob, ob);
1002 fix_player(op); 750 ob->update_stats ();
1003 751
1004 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
1005 * is one for this race 753 * is one for this race
1006 */ 754 */
1007 if(*first_map_ext_path) { 755 if (*first_map_ext_path)
1008 object *tmp; 756 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 757 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 758 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 759}
1024 return 0;
1025 }
1026 760
761void
762player::chargen_race_next ()
763{
1027 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1029 */ 766 */
1030 767
1031 tmp_loop = 0; 768 do
1032 while(!tmp_loop) { 769 {
1033 const char *name = add_string (op->name); 770 shstr name = ob->name;
1034 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 772
1036 remove_ob (op); 773 ob->remove_statbonus ();
774 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 776 ob->arch->copy_to (ob);
1039 op->instantiate (); 777 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 779 ob->name = ob->name_pl = name;
1042 op->name = name; 780 ob->x = x;
1043 free_string(op->name_pl); 781 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 */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 784 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 785 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 } 786 }
787 while (!allowed_class (ob));
788
1056 update_object(op,UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 790 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 791 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 794 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} 795}
1067 796
1068int key_confirm_quit(object *op, char key) 797void
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) { 798flee_player (object *op)
799{
1114 int dir,diff; 800 int dir, diff;
1115 rv_vector rv; 801 rv_vector rv;
1116 802
1117 if(op->stats.hp < 0) { 803 if (op->stats.hp < 0)
804 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 807 return;
808 }
809
810 if (!op->enemy)
1121 } 811 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 814 return;
1127 } 815 }
1128 816
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)) { 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
818 {
1140 op->enemy=NULL; 819 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 821 return;
1143 } 822 }
823
1144 get_rangevector(op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1145 825
1146 dir=absdir(4+rv.direction); 826 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 827 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 } 828 {
829 int m = 1 - rndm (2) * 2;
830
831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
832 return;
833 }
834
1154 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 836 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 837 op->enemy = NULL;
1157} 838}
1158
1159 839
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* 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 841 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 842 * stop.
1163 */ 843 */
844int
1164int check_pick(object *op) { 845check_pick (object *op)
846{
1165 object *tmp, *next; 847 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 848 int stop = 0;
1168 int j, k, wvratio; 849 int wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171 850
1172 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1174 return 1; 853 return 1;
1175 854
1176 op_tag = op->count;
1177
1178 next = op->below; 855 next = op->below;
1179 if (next) 856
1180 next_tag = next->count; 857 int cnt = MAX_ITEM_PER_DROP;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 859
1182 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 861 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 862 while (next && !next->destroyed ())
1185 { 863 {
1186 tmp = next; 864 tmp = next;
1187 next = tmp->below; 865 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 866
1191 if (was_destroyed (op, op_tag)) 867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
873 if (op->destroyed ())
1192 return 0; 874 return 0;
1193 875
1194 if ( ! can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1195 continue; 877 continue;
1196 878
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 880 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1201 continue; 884 continue;
1202 } 885 }
1203 886
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 */ 887 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1241 { 889 {
1242 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 891 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 893 &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", 894 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 895 &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)))); 896
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 897 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 } 898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
1281 /* philosophy: 906 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 907 * 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 908 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 909 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 910 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 911 * example.
1287 * The drawback: right now it has no frontend, so you need to 912 * 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 913 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 914 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 917 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 918 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 919 * meaning if any test passes, the item gets picked up. */
1295 920
1296 /* if mode is set to pick nothing up, return */ 921 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 922 if (op->contr->mode == PU_NOTHING)
923 return 1;
1299 924
1300 /* if mode is set to stop when encountering objects, return */ 925 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 926 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 927 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 928 if (op->contr->mode & PU_STOP)
929 return 0;
1305 930
1306 /* useful for going into stores and not losing your settings... */ 931 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 932 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 933 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
1310 936
1311 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
1313 940
1314 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
1316 944
1317 /* all food and drink if desired */ 945 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 948 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1322 if(op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
1325 960
1326 if(op->contr->mode & PU_POTION) 961 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 962 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1329 967
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 968 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 969 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 970 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
1334 if(op->contr->mode & PU_SKILLSCROLL) 976 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 977 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
1337 if(op->contr->mode & PU_READABLES) 983 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1340 989
1341 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 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 (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1350 1005
1351 if(op->contr->mode & PU_VALUABLES) 1006 if (op->contr->mode & PU_VALUABLES)
1352 { 1007 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1008 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1355 } 1013 }
1356 1014
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 /* we don't forget dragon food */
1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1361 1030
1362 /* bows and arrows. Bows are good for selling! */ 1031 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1032 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1033 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1366 if(op->contr->mode & PU_ARROW) 1039 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1040 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1369 1045
1370 /* all kinds of armor etc. */ 1046 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1047 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1048 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1374 if(op->contr->mode & PU_HELMET) 1054 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1055 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1377 if(op->contr->mode & PU_SHIELD) 1061 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1062 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1380 if(op->contr->mode & PU_BOOTS) 1068 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1069 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1383 if(op->contr->mode & PU_GLOVES) 1075 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1076 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1386 if(op->contr->mode & PU_CLOAK) 1082 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1083 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1389 1088
1390 /* hoping to catch throwing daggers here */ 1089 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1090 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1394 1096
1395 /* careful: chairs and tables are weapons! */ 1097 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1098 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1099 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1100 if (tmp->type == WEAPON)
1399 { 1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1102 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1103 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1104 continue;
1403 } 1105 }
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 } 1106 }
1411 1107
1412 /* misc stuff that's useful */ 1108 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1109 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1416 1115
1417 /* any of the last 4 bits set means we use the ratio for value 1116 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1117 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1118 if (op->contr->mode & PU_RATIO)
1420 { 1119 {
1421 /* use value density to decide what else to grab */ 1120 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1121 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1122 /* >=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 */ 1123 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1124 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1125 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1126 {
1428 pick_up(op, tmp);
1429#if 0 1127#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1129 if (tmp->name != NULL)
1130 {
1432 fprintf(stderr,"%s", tmp->name); 1131 fprintf (stderr, "%s", tmp->name);
1433 } 1132 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1133 else
1134 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1137#endif
1438 continue; 1138 CHK_PICK_PICKUP;
1439 } 1139 continue;
1140 }
1141 } /* the new pickup model */
1440 } 1142 }
1441 } /* the new pickup model */ 1143
1442 }
1443 return ! stop; 1144 return !stop;
1444} 1145}
1445 1146
1446/* 1147/*
1447 * Find an arrow in the inventory and after that 1148 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1149 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1150 * found object is returned.
1450 */ 1151 */
1152object *
1451object *find_arrow(object *op, const char *type) 1153find_arrow (object *op, const char *type)
1452{ 1154{
1453 object *tmp = NULL; 1155 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp);
1454 1158
1455 for(op=op->inv; op; op=op->below) 1159 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1161 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1162 {
1459 else if (op->type==ARROW && op->race==type) 1163 splay (tmp);
1164 return arrow;
1165 }
1166
1460 return op; 1167 return 0;
1461 return tmp;
1462} 1168}
1463 1169
1464/* 1170/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1171 * 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 1172 * 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 1173 * 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. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1175 */
1470 1176object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1178{
1473 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1475 1181
1476 if (!type) 1182 if (!type)
1477 return NULL; 1183 return NULL;
1478 1184
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1185 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1186 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1188 {
1189 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1484 if (i > betterby) { 1192 if (i > betterby)
1485 tmp = ntmp; 1193 {
1486 betterby = i; 1194 tmp = ntmp;
1487 } 1195 betterby = i;
1196 }
1197 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1198 else if (arrow->type == ARROW && arrow->race == type)
1199 {
1489 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1201 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1202 {
1492 if (arrow->attacktype & AT_DEATH) { 1203 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1204 {
1494 return arrow; 1205 *better = 100;
1495 } else { 1206 return arrow;
1496 tmp = arrow; 1207 }
1208 else
1209 {
1210 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1211 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1212 }
1499 } else { 1213 }
1214 else
1215 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1216 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1217 {
1501 attacktype = 1<<attacknum; 1218 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1219 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1220 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1221 {
1222 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1224 }
1507 } 1225 }
1226
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1228 {
1229 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1231 }
1232
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1234 {
1235 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1237 }
1238 }
1239 }
1516 } 1240 }
1517 } 1241
1518 }
1519 if (tmp == NULL && arrow == NULL) 1242 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1243 return find_arrow (op, type);
1521 1244
1522 *better = betterby; 1245 *better = betterby;
1523 return tmp; 1246 return tmp;
1524} 1247}
1525 1248
1526/* looks in a given direction, finds the first valid target, and calls 1249/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1250 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1251 * op = the shooter
1529 * type = bow->race 1252 * type = bow->race
1530 * dir = fire direction 1253 * dir = fire direction
1531 */ 1254 */
1532 1255object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1257{
1535 object *tmp = NULL; 1258 object *tmp = NULL;
1536 mapstruct *m; 1259 maptile *m;
1537 int i, mflags, found, number; 1260 int i, mflags, found, number;
1538 sint16 x, y; 1261 sint16 x, y;
1539 1262
1540 if (op->map == NULL) 1263 if (op->map == NULL)
1541 return find_arrow(op, type); 1264 return find_arrow (op, type);
1542 1265
1543 /* do a dex check */ 1266 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1267 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))) 1268 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1269 return find_arrow (op, type);
1547 1270
1548 m = op->map; 1271 m = op->map;
1549 x = op->x; 1272 x = op->x;
1550 y = op->y; 1273 y = op->y;
1551 1274
1552 /* find the first target */ 1275 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1276 for (i = 0, found = 0; i < 20; i++)
1277 {
1554 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1283 {
1559 break; 1284 tmp = 0;
1285 break;
1286 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1288 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1563 */ 1291 */
1564 tmp = NULL; 1292 tmp = 0;
1565 break; 1293 break;
1566 } 1294 }
1295
1567 if (mflags & P_IS_ALIVE) { 1296 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1299 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1300 }
1577 if (tmp == NULL) 1301
1302 if (!tmp)
1578 return find_arrow(op, type); 1303 return find_arrow (op, type);
1579 1304
1580 if (tmp->head) 1305 if (tmp->head)
1581 tmp = tmp->head; 1306 tmp = tmp->head;
1582 1307
1583 return find_better_arrow(op, tmp, type, &i); 1308 return find_better_arrow (op, tmp, type, &i);
1584} 1309}
1585 1310
1586/* 1311/*
1587 * Creature fires a bow - op can be monster or player. Returns 1312 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1313 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1316 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1317 * 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 1318 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1319 * player fire modes.
1595 */ 1320 */
1321int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1322fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1323{
1599 object *left, *bow; 1324 object *left, *bow;
1600 tag_t left_tag, tag; 1325 int mflags;
1601 int bowspeed, mflags; 1326 maptile *m;
1602 mapstruct *m;
1603 1327
1604 if (!dir) { 1328 if (!dir)
1329 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1330 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1331 return 0;
1332 }
1333
1334 if (op->contr)
1335 bow = op->current_weapon;
1336 else
1607 } 1337 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1338 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1339 /* 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. 1340 * don't need to switch back and forth between bows and weapons.
1614 */ 1341 */
1615 if(bow->type==BOW) 1342 if (bow->type == BOW)
1616 break; 1343 break;
1617 1344
1618 if (!bow) { 1345 if (!bow)
1346 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1348 return 0;
1621 } 1349 }
1350
1351 // optimisation: move object to top so we will find it quickly again
1352 splay (bow);
1622 } 1353 }
1354
1623 if( !bow->race || !bow->skill) { 1355 if (!bow->race || !bow->skill)
1356 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1358 return 0;
1626 } 1359 }
1627 1360
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) { 1361 if (arrow == NULL)
1362 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1363 if ((arrow = find_arrow (op, bow->race)) == NULL)
1364 {
1638 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1366 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 */ 1367 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1368 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1369 CLEAR_FLAG (op, FLAG_READY_BOW);
1370
1644 return 0; 1371 return 0;
1645 } 1372 }
1646 } 1373 }
1374
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1375 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1376 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1377 return 0;
1650 } 1378
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1379 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1380 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1381 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1382 return 0;
1654 } 1383 }
1655 1384
1656 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1386 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1389 arrow->destroy ();
1390 return 0;
1391 }
1662 1392
1663 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1394 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1395 if (!arrow)
1666 if (arrow == NULL) { 1396 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1397 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1398 return 0;
1669 return 0;
1670 } 1399 }
1671 set_owner(arrow, op); 1400
1672 if (arrow->skill) free_string(arrow->skill); 1401 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1402 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1403 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1404
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 */ 1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1406 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1407 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1408 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1409
1691 /* Note that this was different for monsters - they got their level 1410#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1411 if (player *pl = op->contr)
1693 */
1694 1412 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1413 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1414
1415 /* penalize ROF for bestarrow */
1416 if (pl->bowtype == bow_bestarrow)
1417 speed *= .9f;
1418 else
1419 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1420
1421 op->speed_left += speed - op->speed;
1422 }
1423#endif
1424
1425 SET_ANIMATION (arrow, arrow->direction);
1426
1699 /* update the speed */ 1427 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1428 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1429 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1430
1705 if (arrow->speed < 1.0) 1431 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1432 arrow->speed_left = 0;
1709 1433
1434 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1435
1710 if (op->type == PLAYER) { 1436 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1437 {
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; 1438 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1439 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1440
1441 if (!arrow->slaying)
1442 arrow->slaying = op->slaying;
1443
1444 arrow->attacktype |= op->attacktype;
1445 }
1446 else
1447 {
1721 arrow->level = op->level; 1448 arrow->level = op->level;
1722 } 1449 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1450
1451 if (!arrow->slaying)
1452 arrow->slaying = bow->slaying;
1453
1724 arrow->attacktype |= bow->attacktype; 1454 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1455 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1456
1728 arrow->map = m; 1457 wc -= arrow->level;
1458 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1459
1460 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1461 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1462 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1463
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1464 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1465 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1466
1736 if (!was_destroyed(arrow, tag)) 1467 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1468 move_arrow (arrow);
1738 1469
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; 1470 return 1;
1746} 1471}
1747 1472
1748/* Special fire code for players - this takes into 1473/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1474 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1475 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1476 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1477 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1478 * hence the function name.
1754 */ 1479 */
1480int
1755int player_fire_bow(object *op, int dir) 1481player_fire_bow (object *op, int dir)
1756{ 1482{
1757 int ret=0, wcmod=0; 1483 int ret;
1758 1484
1759 if (op->contr->bowtype == bow_bestarrow) { 1485 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1486 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1487 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); 1488 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1490 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1491 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, 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1493 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1494 else if (op->contr->bowtype == bow_threewide)
1495 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1496 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)]); 1497 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)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1499 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1500 else if (op->contr->bowtype == bow_spreadshot)
1501 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1502 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); 1503 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); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1505 }
1777 } else { 1506 else
1507 {
1778 /* Simple case */ 1508 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1509 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1510 }
1511
1781 return ret; 1512 return ret;
1782} 1513}
1783
1784 1514
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1515/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1516 * Broken apart from 'fire' to keep it more readable.
1787 */ 1517 */
1518void
1788void fire_misc_object(object *op, int dir) 1519fire_misc_object (object *op, int dir)
1789{ 1520{
1790 object *item; 1521 object *item = op->contr->ranged_ob;
1791 1522
1792 if (!op->contr->ranges[range_misc]) { 1523 if (!item)
1524 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1526 return;
1795 } 1527 }
1796 1528
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1529 if (!item->inv)
1530 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1531 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1532 return;
1801 } 1533 }
1802 if (item->type == WAND) { 1534
1803 if(item->stats.food<=0) { 1535 if (!op->change_weapon (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; 1536 return;
1807 } 1537
1538 if (item->type == WAND)
1539 {
1540 if (item->stats.food <= 0)
1541 {
1542 op->contr->play_sound (sound_find ("wand_poof"));
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1544
1545 return;
1546 }
1547 }
1548 else if (item->type == ROD || item->type == HORN)
1549 {
1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1551
1552 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1555 {
1556 op->contr->play_sound (sound_find ("wand_poof"));
1557
1558 if (item->type == ROD)
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1560 else
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1562
1563 return;
1564 }
1565 }
1566
1567 if (cast_spell (op, item, dir, item->inv, NULL))
1568 {
1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1571 if (item->type == WAND)
1572 {
1573 if (!(--item->stats.food))
1574 {
1575 object *tmp;
1576
1577 if (item->arch)
1578 {
1579 CLEAR_FLAG (item, FLAG_ANIMATE);
1580 item->face = item->arch->face;
1581 item->set_speed (0);
1582 }
1583
1584 if (object *pl = item->visible_to ())
1585 esrv_update_item (UPD_ANIM, pl, item);
1586 }
1587 }
1808 } else if (item->type == ROD || item->type==HORN) { 1588 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); 1589 drain_rod_charge (item);
1838 }
1839 } 1590 }
1840} 1591}
1841 1592
1842/* Received a fire command for the player - go and do it. 1593/* Received a fire command for the player - go and do it.
1843 */ 1594 */
1595bool
1844void fire(object *op,int dir) { 1596fire (object *op, int dir)
1597{
1845 int spellcost=0; 1598 int spellcost = 0;
1846 1599
1600 player *pl = op->contr;
1601
1602 if (pl->golem)
1603 {
1604 control_golem (op->contr->golem, dir);
1605 return false;
1606 }
1607
1608 object *ob = pl->ranged_ob;
1609
1610 if (!ob)
1611 return false;
1612
1613 if (op->speed_left > 0.f)
1614 --op->speed_left;
1615 else
1616 return false;
1617
1618 if (!op->change_weapon (ob))
1619 return false;
1620
1847 /* check for loss of invisiblity/hide */ 1621 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1622 if (action_makes_visible (op))
1623 make_visible (op);
1849 1624
1850 switch(op->contr->shoottype) { 1625 switch (ob->type)
1851 case range_none: 1626 {
1852 return; 1627 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1628 player_fire_bow (op, dir);
1856 return; 1629 break;
1857 1630
1858 case range_magic: /* Casting spells */ 1631 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1633 break;
1861 1634
1862 case range_misc: 1635 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 ); 1636 apply_map_builder (op, dir);
1887 return; 1637 break;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1890 return;
1891 }
1892}
1893 1638
1639 case SKILL:
1640 do_skill (op, op, ob, dir, 0);
1641 break;
1894 1642
1643 default:
1644 fire_misc_object (op, dir);
1645 break;
1646 }
1647
1648 return true;
1649}
1895 1650
1896/* find_key 1651/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1652 * 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 1653 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1654 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1656 * pl is the player,
1902 * inv is the objects inventory to searched 1657 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1658 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1659 * This function can be called recursively to search containers.
1905 */ 1660 */
1906 1661object *
1907object * find_key(object *pl, object *container, object *door) 1662find_key (object *pl, object *container, object *door)
1908{ 1663{
1909 object *tmp,*key; 1664 object *tmp, *key;
1910 1665
1911 /* Should not happen, but sanity checking is never bad */ 1666 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1667 if (!container->inv)
1668 return 0;
1913 1669
1914 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1672 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1673 if (door->type == DOOR && tmp->type == KEY)
1674 break;
1675
1917 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1919 */ 1678 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1680 break;
1922 } 1681 }
1682
1923 /* No key found - lets search inventories now */ 1683 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1684 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1685 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1686 * a key, return
1927 */ 1687 */
1928 if (!tmp) { 1688 if (!tmp)
1689 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1930 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1692 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1693 if ((key = find_key (pl, tmp, door)))
1694 return key;
1695
1696 if (!tmp)
1697 return 0;
1933 } 1698 }
1934 } 1699
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1700 /* 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 1701 * see if we actually want to use it
1939 */ 1702 */
1940 if (pl!=container) { 1703 if (pl != container)
1704 {
1941 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1706 if (!pl->contr)
1707 return 0;
1708
1943 /* cases where this fails: 1709 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1711 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1947 * containers can be used. 1713 * containers can be used.
1948 * If we only search keyrings and the container does not have 1714 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1715 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1716 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1717 * inv must have been an container and must have been active.
1952 * 1718 *
1953 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1954 * all the others. 1720 * all the others.
1955 */ 1721 */
1956 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1959 (!container->race || strcmp(container->race, "keys"))) 1725 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1728 return NULL;
1965 } 1729 }
1966 } 1730 }
1731
1967 return tmp; 1732 return tmp;
1968} 1733}
1969 1734
1970/* moved door processing out of move_player_attack. 1735/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1736 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1737 * such that the caller should not do anything more,
1973 * 0 otherwise 1738 * 0 otherwise
1974 */ 1739 */
1740static int
1975static int player_attack_door(object *op, object *door) 1741player_attack_door (object *op, object *door)
1976{ 1742{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1743 /* 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 - 1744 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1745 * otherwise, we fall through to the rest of the code.
1981 */ 1746 */
1982 object *key=find_key(op, op, door); 1747 object *key = find_key (op, op, door);
1983 1748
1984 /* IF we found a key, do some extra work */ 1749 /* If we found a key, do some extra work */
1985 if (key) { 1750 if (key)
1751 {
1986 object *container=key->env; 1752 object *container = key->env;
1987 1753
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1754 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1755 make_visible (op);
1756
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1757 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1758 spring_trap (door->inv, op);
1759
1991 if (door->type == DOOR) { 1760 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1761 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1762 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1763 {
1996 "You open the door with the %s", query_short_name(key)); 1764 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1765 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1766 }
1767
1999 /* Do this after we print the message */ 1768 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1769 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1770
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1771 return 1; /* Nothing more to do below */
1772 }
2005 } else if (door->type==LOCKED_DOOR) { 1773 else if (door->type == LOCKED_DOOR)
1774 {
2006 /* Might as well return now - no other way to open this */ 1775 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1776 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1777 return 1;
2009 } 1778 }
1779
2010 return 0; 1780 return 0;
2011} 1781}
2012 1782
2013/* This function is just part of a breakup from move_player. 1783/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1784 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1785 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1786 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
2018 */ 1788 */
2019 1789bool
2020void move_player_attack(object *op, int dir) 1790move_player_attack (object *op, int dir)
2021{ 1791{
2022 object *tmp, *mon, *tpl; 1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 sint16 nx, ny; 1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
2024 int on_battleground; 1798 int on_battleground;
2025 mapstruct *m;
2026 1799
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1800 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1801 sint16 ny = freearr_y[dir] + op->y;
2031 1802
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1803 on_battleground = op_on_battleground (op, 0, 0);
2033 1804
1805 if (out_of_map (op->map, nx, ny))
1806 return false;
1807
2034 /* If braced, or can't move to the square, and it is not out of the 1808 /* 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 1809 * 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 1810 * 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 1811 * 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 1812 * 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 1813 * 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 1814 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1815 * move_ob uses.
2042 */ 1816 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1817 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 1818
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1819 /* 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. 1820 * 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 1821 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1822 * on the space
2060 */ 1823 */
2061 while (tmp!=NULL) { 1824 object *mon;
2062 if (tmp == op) { 1825 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1826 {
2064 continue; 1827 if ((mon->flag [FLAG_ALIVE]
1828 || mon->type == LOCKED_DOOR
1829 || mon->flag [FLAG_CAN_ROLL])
1830 && mon != op)
1831 break;
2065 } 1832 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1833
2067 mon = tmp;
2068 break;
2069 }
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 */ 1834 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1835 return false; /* into a wall */
2077 1836
2078 if(mon->head != NULL)
2079 mon = mon->head; 1837 mon = mon->head_ ();
2080 1838
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1839 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1840 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1841 if (player_attack_door (op, mon))
1842 {
1843 --op->contr->weapon_sp_left;
1844 return true;
1845 }
2083 1846
2084 /* The following deals with possibly attacking peaceful 1847 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1848 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1849 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1850 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1851 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1852 * and thus will not push them.
2090 */ 1853 */
2091 1854
2092 /* If the creature is a pet, push it even if the player is not 1855 /* 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 1856 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1857 * player owns it and it is either friendly or unagressive.
2095 */ 1858 */
2096 if ((op->type==PLAYER) 1859 if (op->type == PLAYER
2097#if COZY_SERVER 1860 && ((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)) 1861 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1862 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1863 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1864 {
2109 /* If we're braced, we don't want to switch places with it */ 1865 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1866 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1867 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1868
1869 if (op->speed_left > 0.f)
1870 {
1871 --op->speed_left;
1872
1873 op->play_sound (sound_find ("push_player"));
1874 push_ob (mon, dir, op);
1875
1876 if (action_makes_visible (op))
1877 make_visible (op);
1878
1879 return true;
1880 }
1881 else
1882 return false;
1883 }
1884
2117 /* in certain circumstances, you shouldn't attack friendly 1885 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1886 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1887 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1888 * attack them either.
2121 */ 1889 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1890 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1891 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1892 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1893 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1894 && !on_battleground))
1895 {
1896 if (op->speed_left > 0.f)
1897 {
1898 --op->speed_left;
1899
1900 if (!op->contr->braced)
2131 )) { 1901 {
2132 if (!op->contr->braced) { 1902 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1903 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1904 }
2135 } else { 1905 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
1907
1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1909 make_visible (op);
1910
1911 return true;
1912 }
2137 } 1913 }
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 1914 /* 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. 1915 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1916 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1917 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1918 {
1919 if (op->speed_left > 0.f)
1920 {
1921 --op->speed_left;
1922
2145 recursive_roll(mon,dir,op); 1923 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1924 if (action_makes_visible (op))
2147 } 1925 make_visible (op);
2148 1926
1927 return true;
1928 }
1929 }
2149 /* Any generic living creature. Including things like doors. 1930 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1931 * 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: 1932 * 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 1933 * 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. 1934 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1935 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1936 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1937 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 1938 {
1939 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1940 {
1941 --op->contr->weapon_sp_left;
2159 1942
2160 /* If the player hasn't hit something this tick, and does 1943 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 1944
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
2169 } 1950 }
2170 1951
2171 skill_attack(mon, op, 0, NULL, NULL); 1952 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} 1953}
2189 1954
1955bool
2190int move_player(object *op,int dir) { 1956move_player (object *op, int dir)
1957{
2191 int pick; 1958 int pick;
2192 object *transport = op->contr->transport;
2193 1959
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 1960 if (!op->map || op->map->in_memory != MAP_ACTIVE)
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; 1961 return 0;
1962
1963 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9))
1965 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0;
1968 }
1969
1970 /* peterm: added following line */
1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1973
1974 op->facing = dir;
1975
1976 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op);
1978
1979 bool retval;
1980
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on)
1984 retval = fire (op, dir);
1985 else
1986 {
1987 retval = move_player_attack (op, dir);
1988 pick = check_pick (op);
1989 }
1990
1991 /* Add special check for newcs players and fire on - this way, the
1992 * server can handle repeat firing.
1993 */
1994 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
1995 op->direction = dir;
1996 else
1997 op->direction = 0;
1998
1999 /* Update how the player looks. Use the facing, so direction may
2000 * get reset to zero. This allows for full animation capabilities
2001 * for players.
2002 */
2003 animate_object (op, op->facing);
2004
2005 return retval;
2256} 2006}
2257 2007
2258/* This is similar to handle_player, below, but is only used by the 2008/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2009 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2010 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2011 * the new speed values for commands.
2262 * 2012 *
2263 * Returns true if there are more actions we can do. 2013 * Returns true if there are more actions we can do. Should not do
2014 * many actions in a row, as that would be too unfair to other
2015 * players.
2264 */ 2016 */
2017bool
2265int handle_newcs_player(object *op) 2018handle_newcs_player (object *op)
2266{ 2019{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
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
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2020 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 } 2021 {
2022 if (op->speed_left > 0.f)
2023 {
2024 --op->speed_left;
2025 flee_player (op);
2291 2026
2292 /* I've been seeing crashes where the golem has been destroyed, but 2027 return true;
2293 * the player object still points to the defunct golem. The code that 2028 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2029 else
2295 * put this in a a workaround to clean up the golem pointer. 2030 return false;
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 } 2031 }
2303 2032
2304 /* call this here - we also will call this in do_ericserver, but 2033 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2034 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2035 * called, so we recheck it here.
2307 */ 2036 */
2308 HandleClient(&op->contr->socket, op->contr); 2037 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2038 return true;
2310 2039
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2040 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); 2041 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2042
2321 else return 0; 2043 return false;
2322 } 2044}
2045
2046int
2047save_life (object *op)
2048{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2050 return 0;
2324}
2325 2051
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) 2052 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2054 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2055 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2057
2338 if (op->contr) 2058 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2059 CLEAR_FLAG (op, FLAG_LIFESAVE);
2060
2343 if(op->stats.hp<0) 2061 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2062 op->stats.hp = op->stats.maxhp;
2063
2345 if(op->stats.food<0) 2064 if (op->stats.food < 0)
2346 op->stats.food = 999; 2065 op->stats.food = 999;
2347 fix_player(op); 2066
2067 op->update_stats ();
2348 return 1; 2068 return 1;
2349 } 2069 }
2070
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2071 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2072 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2073 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2074 return 0;
2354} 2075}
2355 2076
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2077/* 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 2078 * 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 2079 * function will descend into containers. op is the object to start the search
2359 * from. 2080 * from.
2360 */ 2081 */
2082static void
2361void remove_unpaid_objects(object *op, object *env) 2083drop_unpaid_items (object *op, object *env)
2362{ 2084{
2363 object *next;
2364
2365 while (op) { 2085 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2086 {
2367 * we remove object 'op' 2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2088
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2089 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2090 op->insert_at (env);
2371 op->x = env->x; 2091 else if (op->inv)
2372 op->y = env->y; 2092 drop_unpaid_items (op->inv, env);
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 }
2380}
2381 2093
2094 op = next;
2095 }
2096}
2097
2098void
2099object::drop_unpaid_items ()
2100{
2101 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this);
2103}
2382 2104
2383/* 2105/*
2384 * Returns pointer a static string containing gravestone text 2106 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2107 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2108 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2109 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2110 * but there isn't one in the server directory.
2389 */ 2111 */
2112const char *
2390char *gravestone_text (object *op) 2113gravestone_text (object *op)
2391{ 2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2392 static char buf2[MAX_BUF]; 2133 static char buf2[128];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2134 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 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2136 buf << buf2;
2416 strcat (buf2, buf); 2137 }
2138
2417 return buf2; 2139 return buf;
2418} 2140}
2419 2141
2420 2142void
2421
2422void do_some_living(object *op) { 2143do_some_living (object *op)
2144{
2423 int last_food=op->stats.food; 2145 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2146 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2147 int over_hp, over_sp, over_grace;
2426 int i; 2148 int i;
2427 int rate_hp = 1200; 2149 int rate_hp = 1200;
2428 int rate_sp = 2500; 2150 int rate_sp = 2500;
2429 int rate_grace = 2000; 2151 int rate_grace = 2000;
2430 const int max_hp = 1; 2152 const int max_hp = 1;
2431 const int max_sp = 1; 2153 const int max_sp = 1;
2432 const int max_grace = 1; 2154 const int max_grace = 1;
2433 2155
2434 if (op->contr->outputs_sync) { 2156 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2157 {
2436 if (op->contr->outputs[i].buf!=NULL && 2158 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2159 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2160 * depending on the value of invisible, so we need to
2161 * alternate it here for it to work correctly.
2162 */
2163 if (pticks & 2)
2164 op->invisible--;
2439 } 2165 }
2166 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2167 {
2168 if (!op->invisible--)
2169 {
2170 make_visible (op);
2171 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2172 }
2173 }
2440 2174
2441 if(op->contr->state==ST_PLAYING) { 2175 if (op->contr->ns->state == ST_PLAYING)
2442 2176 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2177 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2178 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 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
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 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
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 }
2512 } 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
2556
2557 if(op->contr->gen_hp > 0) 2179 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2180 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2181 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2182 {
2183 gen_hp = op->stats.maxhp;
2184 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2185 }
2186
2187 if (op->contr->gen_sp >= 0)
2188 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2189 else
2190 {
2191 gen_sp = op->stats.maxsp;
2192 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2193 }
2194
2195 if (op->contr->gen_grace >= 0)
2196 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2197 else
2198 {
2199 gen_grace = op->stats.maxgrace;
2200 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2201 }
2202
2203 /* Regenerate Grace */
2204 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2205 if (--op->last_grace < 0)
2206 {
2207 if (op->stats.grace < op->stats.maxgrace / 2)
2208 op->stats.grace++; /* no penalty in food for regaining grace */
2209
2210 if (max_grace > 1)
2211 {
2212 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2213 if (over_grace > 0)
2214 {
2215 op->stats.sp += over_grace
2216 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2217 op->last_grace = 0;
2218 }
2219 else
2220 {
2221 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2222 }
2223 }
2224 else
2225 {
2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2227 }
2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2235 {
2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237
2238 if (op->stats.sp < op->stats.maxsp)
2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ))
2244 {
2245 op->stats.food--;
2246
2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250 op->stats.food = last_food;
2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2283 {
2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ))
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 if (max_hp > 1)
2299 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2301
2302 if (over_hp > 0)
2303 {
2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2305 op->last_heal = 0;
2306 }
2307 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2312 }
2313 }
2314
2315 /* Digestion */
2316 if (--op->last_eat < 0)
2317 {
2318 int bonus = max (0, op->contr->digestion),
2319 penalty = max (0, -op->contr->digestion);
2320
2321 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2322
2561 /* dms do not consume food */ 2323 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2324 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2325 op->stats.food--;
2564 } 2326 }
2565 2327
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2328 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2329 {
2330 object *flesh = 0;
2568 2331
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2332 for_inv_removable (op, tmp)
2333 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2334 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2335 continue;
2336
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2337 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."); 2338 {
2573 manual_apply(op,tmp,0); 2339 op->statusmsg ("You blindly grab for a bite of food. "
2340 "H<To prevent you from starving, you ate some random item from your backpack.>");
2341 manual_apply (op, tmp, 0);
2342
2574 if(op->stats.food>=0||op->stats.hp<0) 2343 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2344 break;
2576 } 2345 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2346 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2347 flesh = tmp;
2579 } /* end of for loop */ 2348 }
2349
2580 /* If player is still starving, it means they don't have any food, so 2350 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2351 * eat flesh instead.
2582 */ 2352 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2353 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."); 2354 {
2355 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2357 manual_apply (op, flesh, 0);
2586 } 2358 }
2587 } /* end if player is starving */
2588 2359
2589 while(op->stats.food<0&&op->stats.hp>0) 2360 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2361 if (op->stats.food < 0)
2591 2362 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2363 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2364 }
2365
2366 if (op->stats.food < 0)
2367 {
2368 op->stats.hp += op->stats.food;
2369 op->stats.food = 0;
2370
2371 if (op->stats.hp < 0)
2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2375 }
2376 }
2377
2378 /* killer should be set here already */
2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2380 kill_player (op);
2381 }
2382}
2597 2383
2598/* If the player should die (lack of hp, food, etc), we call this. 2384/* 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 2385 * 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 2386 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2387 * file.
2602 */ 2388 */
2389void
2603void kill_player(object *op) 2390kill_player (object *op)
2604{ 2391{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2392 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2393 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; 2394 int will_kill_again;
2614 archetype *at; 2395 archetype *at;
2615 object *tmp; 2396 object *tmp;
2616 2397
2617 if(save_life(op)) 2398 if (save_life (op))
2618 return; 2399 return;
2619 2400
2401 dynbuf_text deathtab;
2620 2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* 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. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2442 */
2625 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2627 "You have been defeated in combat!"); 2445 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 2446
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 */ 2447 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL) 2449 {
2450 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics";
2460 tmp->insert_at (op, tmp);
2655 { 2461 }
2656 sprintf(buf,"%s's finger",op->name); 2462
2657 tmp->name = add_string(buf);
2658 sprintf(buf," This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level),
2661 op->contr->killer);
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
2669 /* teleport defeated player to new destination*/ 2463 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2465 op->contr->braced = 0;
2672 return;
2673 }
2674 2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2468 return;
2469 }
2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2675 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2676 2475
2677 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2678 2477
2679 if(op->stats.food<0) { 2478 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 2479
2700 /* save the map location for corpse, gravestone*/ 2480 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2481 x = op->x;
2482 y = op->y;
2483 map = op->map;
2702 2484
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2486 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2487 * See the config.h file for a little more in depth detail about this.
2708 */ 2488 */
2709 2489
2710 /* Basically two ways to go - remove a stat permanently, or just 2490 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2491 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2492 * of death.
2713 */ 2493 */
2714#ifndef COZY_SERVER 2494#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2495 if (settings.balanced_stat_loss)
2496 {
2716 /* If stat loss is permanent, lose one stat only. */ 2497 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2498 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2499 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2500 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2501 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2502 little bit harder. */
2722 /* GD */ 2503 /* GD */
2723 if (settings.stat_loss_on_death) 2504 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2505 num_stats_lose = 1;
2725 else 2506 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2508 }
2509 else
2728 num_stats_lose = 1; 2510 num_stats_lose = 1;
2729 } 2511
2730 lost_a_stat = 0; 2512 lost_a_stat = 0;
2731 2513
2732 for (z=0; z<num_stats_lose; z++) { 2514 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2515 {
2516 i = rndm (NUM_STATS);
2734 2517
2735 if (settings.stat_loss_on_death) { 2518 if (settings.stat_loss_on_death)
2519 {
2736 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2521 * what he lost.
2738 */ 2522 */
2739 change_attr_value(&(op->stats), i,-1); 2523 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2524 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2525 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2526 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2527 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2528 lost_a_stat = 1;
2745 } else { 2529 }
2530 else
2531 {
2746 /* deplete a stat */ 2532 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2533 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2534 object *dep;
2535
2536 dep = present_arch_in_ob (deparch, op);
2537 if (!dep)
2749 2538 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2539 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2540 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 2541 }
2783 if (lose_this_stat) { 2542 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss)
2544 {
2545 /* GD */
2546 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2547 this_stat = get_attr_value (&(dep->stats), i);
2548 if (this_stat < 0)
2549 {
2550 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2551 int keep_chance = this_stat * this_stat;
2552
2553 /* Yes, I am paranoid. Sue me. */
2554 if (keep_chance < 1)
2555 keep_chance = 1;
2556
2557 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 {
2560 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */
2563 }
2564 else
2565 {
2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2567 lose_this_stat = 0;
2568 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2569 this_stat, keep_chance, loss_chance,
2570 lose_this_stat?"LOSE":"KEEP"); */
2571 }
2572 }
2573 }
2574
2575 if (lose_this_stat)
2576 {
2577 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2582 * difference.
2790 */ 2583 */
2791 if (this_stat>=-50) { 2584 if (this_stat >= -50)
2585 {
2792 change_attr_value(&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2587 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2589 op->update_stats ();
2796 lost_a_stat = 1; 2590 lost_a_stat = 1;
2797 } 2591 }
2798 } 2592 }
2593 }
2799 } 2594 }
2800 } 2595
2801 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2597 if (!lost_a_stat)
2803 { 2598 {
2804 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2601 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2602
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2603 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2605 else
2811 else 2606 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 } 2607 }
2608#else
2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2610#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 2611
2819 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2613 * exp loss on the stone.
2821 */ 2614 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2619 &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; 2620 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2622
2836 /**************************************/ 2623 /**************************************/
2837 /* */ 2624 /* */
2838 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2626 /* */
2842 /**************************************/ 2627 /**************************************/
2843 2628
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)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2630 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 2631
2870 /* 2632 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2633 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2634 * and put them back in the map.
2873 * in the map. 2635 */
2874 */ 2636 op->drop_unpaid_items ();
2875 2637
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 /****************************************/ 2638 /****************************************/
2885 /* */ 2639 /* */
2886 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2888 /* */ 2642 /* */
2889 /****************************************/ 2643 /****************************************/
2890 2644
2891 enter_player_savebed(op); 2645 enter_player_savebed (op);
2892 2646
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2647 op->contr->braced = 0;
2897 save_player(op,1);
2898 2648
2899 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2652 * on the space that might harm the player.
2903 */ 2653 */
2904 will_kill_again=0; 2654 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2656 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2657 will_kill_again |= tmp->attacktype;
2908 } 2658
2909 if (will_kill_again) { 2659 if (will_kill_again)
2660 {
2910 object *force; 2661 object *force;
2911 int at; 2662 int at;
2912 2663
2913 force=get_archetype(FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2666 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2667 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2668 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2671 force->resist[at] = 100;
2921 } 2672
2922 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2923 fix_player(op); 2674 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 } 2675 }
2982 }
2983 play_again(op);
2984 2676
2985 /* peterm: added to create a corpse at deathsite. */ 2677 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} 2678}
2999 2679
3000 2680void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
3003 2684
3004 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2686
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
3009 next=tmp->below; 2689 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
3011 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
3014 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
3015 } 2698 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2701 {
3018 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
3020 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
3022 } else 2710 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2712 }
3027} 2713}
3028 2714
3029/* 2715/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2718 * was changed.
3033 */ 2719 */
3034 2720void
3035void fix_weight(void) { 2721fix_weight (void)
3036 player *pl; 2722{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2723 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2724 {
3039 if(old == sum) 2725 sint32 old = pl->ob->carrying;
3040 continue; 2726
3041 fix_player(pl->ob); 2727 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2728
3043 pl->ob->name, old, sum); 2729 if (old != pl->ob->carrying)
2730 {
2731 pl->ob->update_stats ();
2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3044 } 2734 }
3045} 2735}
3046 2736
2737void
3047void fix_luck(void) { 2738fix_luck (void)
3048 player *pl; 2739{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2740 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3052} 2743}
3053
3054 2744
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3058 */ 2748 */
3059
3060void 2749void
3061cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3062{ 2751{
3063 object *skop, *spob; 2752 object *skop, *spob;
3064 2753
3065 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3066 2755
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2758 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2760 return;
3073 } 2761 }
3074 2762
3075 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3076 2764
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2766 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2768 if (!spob)
3081 { 2769 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2771 return;
3085 } 2772 }
3086 2773
3087 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2776
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2778
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2780}
3096 2781
2782void
3097void make_visible (object *op) { 2783make_visible (object *op)
3098 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2786 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 2787
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) 2788 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2801 return 1;
2802
3116 return 0; 2803 return 0;
3117} 2804}
3118 2805
3119/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2808 * indicate greater hideability.
3122 */ 2809 */
3123 2810int
3124int hideability(object *ob) { 2811hideability (object *ob)
2812{
3125 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3126 sint16 x,y; 2814 sint16 x, y;
3127 2815
3128 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3129 2818
3130 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3132 2821
3133 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3137 2827
3138 /* scan through all nearby squares for terrain to hide in */ 2828 /* 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]) { 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2838 level += 2;
3144 else /* open terrain! */ 2839 else /* open terrain! */
3145 level -= 1; 2840 level -= 1;
3146 } 2841 }
3147 2842
3148#if 0 2843#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2845#endif
3151 return level; 2846 return level;
3152} 2847}
3153 2848
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2853 */
3159 2854void
3160void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3162 object *skop; 2857 int hide = 0;
3163 2858
3164 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3165 2861
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2864
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2870 make_visible (op);
3173 return; 2871 return;
3174 } else num += 20;
3175 } 2872 }
2873 else
2874 num += 20;
2875
3176 num += op->map->difficulty; 2876 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2878 num -= hide;
2879
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3180 make_visible(op); 2882 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3182 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2886 }
3184 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2889}
3188 2890
3189/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3190 2892
2893int
3191int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3192 object *tmp=NULL; 2896 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2898 maptile *m;
3195 sint16 x,y; 2899 sint16 x, y;
3196 2900
3197 if(!who) return 0; 2901 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; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3227} 2938}
3228 2939
3229/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2948 * 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. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2950 * -b.t.
3240 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3241 */ 2952 */
3242 2953int
3243int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3244 rv_vector rv; 2956 rv_vector rv;
3245 int dx,dy; 2957 int dx, dy;
3246 2958
3247 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 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; 2962 return -1;
3274 op = op->more;
3275 } 2963 }
2964
2965 if (!pl || !op)
3276 return 0; 2966 return 0;
2967
2968 op = op->head_ ();
2969
2970 get_rangevector (pl, op, &rv, 0x1);
2971
2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
2977 */
2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
2982
2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2984 return 1;
2985
2986 op = op->more;
2987 }
2988
2989 return 0;
3277} 2990}
3278 2991
3279/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3282 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3283 * return 0. 2996 * return 0.
3284 */ 2997 */
2998int
3285int action_makes_visible (object *op) { 2999action_makes_visible (object *op)
3286 3000{
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3289 return 0; 3010 return 0;
3011 }
3290 3012
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3292 3015
3293 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3296 return 1; 3020 return 1;
3297 } 3021 }
3298 } 3022 }
3023
3299 return 0; 3024 return 0;
3300} 3025}
3301 3026
3302/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3028 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3029 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3030 * -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 3031 * 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 3032 * 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 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3034 */
3035int
3310int op_on_battleground (object *op, int *x, int *y) { 3036op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3037{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3038 /* 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), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3047 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3049 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3053 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3055 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3056 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3057 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3059 {
3060 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3063 return 1;
3064 }
3065 }
3066 }
3067
3068 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3332 return 1; 3071 return 1;
3333 } 3072 }
3334 } 3073 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3074 }
3340 } 3075
3341 }
3342 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3343 return 0; 3077 return 0;
3344} 3078}
3345 3079
3346/* 3080/*
3350 * attributes: 3084 * attributes:
3351 * object *who the dragon player 3085 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3086 * int atnr the attack-number of the ability focus
3353 * int level ability level 3087 * int level ability level
3354 */ 3088 */
3089void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3090dragon_ability_gain (object *who, int atnr, int level)
3091{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3092 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3093 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3094 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3095 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3097 int i = 0, j = 0;
3362 3098
3363 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3108
3373 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3374 return; 3110 return;
3375 3111
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3113
3378 3114 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3115 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3117 return;
3382 } 3118 }
3383 3119
3384 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3121 item = tr->item;
3386 3122
3387 if (item->type == SPELL) { 3123 if (item->type == SPELL)
3124 {
3388 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3389 return; 3126 return;
3390 3127
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3128 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); 3129 do_learn_spell (who, item, 0);
3393 return; 3130 return;
3394 } 3131 }
3395 3132
3396 /* grant direct spell */ 3133 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3134 if (item->type == SPELLBOOK)
3135 {
3398 if (!item->inv) { 3136 if (!item->inv)
3137 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3138 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3139 return;
3402 } 3140 }
3403 if (check_spell_known (who, item->inv->name)) 3141 if (check_spell_known (who, item->inv->name))
3404 return; 3142 return;
3405 if (item->invisible) { 3143 if (item->invisible)
3144 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3145 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); 3146 do_learn_spell (who, item->inv, 0);
3408 return; 3147 return;
3409 } 3148 }
3410 } 3149 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3150 else if (item->type == SKILL_TOOL && item->invisible)
3151 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3152 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3153 {
3413 3154
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3155 /* 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 3156 * 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, 3157 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3158 * but not all of them, he gets nothing.
3418 */ 3159 */
3419 if (!(skop->attacktype & item->attacktype)) { 3160 if (!(skop->attacktype & item->attacktype))
3161 {
3420 /* Give new attacktype */ 3162 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3163 skop->attacktype |= item->attacktype;
3422 3164
3423 /* always add physical if there's none */ 3165 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3166 skop->attacktype |= AT_PHYSICAL;
3425 3167
3426 if (item->msg != NULL) 3168 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3169 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3170
3429 /* Give player new face */ 3171 /* Give player new face */
3430 if (item->animation_id) { 3172 if (item->animation_id)
3173 {
3431 who->face = skop->face; 3174 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3175 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3176 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3177 who->last_anim = 0;
3435 who->state = 0; 3178 who->state = 0;
3436 animate_object(who, who->direction); 3179 animate_object (who, who->direction);
3437 } 3180 }
3181 }
3182 }
3438 } 3183 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3184 else if (item->type == FORCE)
3185 {
3442 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3187 object *skin;
3188
3444 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3191 ;
3447 if (skin == NULL) return; 3192
3448 3193 if (!skin)
3194 return;
3195
3449 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3198 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3199 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3200
3453 /* print message */ 3201 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3202 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3203 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3204 {
3457 if (j) 3205 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3206 {
3459 else 3207 if (j)
3460 j = 1; 3208 strcat (buf, " and ");
3209 else
3210 j = 1;
3461 strcat(buf, spellpathnames[i]); 3211 strcat (buf, spellpathnames[i]);
3462 } 3212 }
3463 } 3213 }
3464 strcat(buf,"."); 3214 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3216 }
3467 3217
3468 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3220 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3222 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3225
3476 /* print message if there is one */ 3226 /* print message if there is one */
3477 if (item->msg != NULL) 3227 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3479 } 3231 {
3480 else {
3481 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3233 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3234 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); 3235 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3236 }
3488} 3237}
3489 3238
3490/** 3239/**
3491 * Unready an object for a player. This function does nothing if the object was 3240 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3241 * not readied.
3493 */ 3242 */
3243void
3494void player_unready_range_ob(player *pl, object *ob) { 3244player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3245{
3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3496 3248
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3249 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3250 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3251
3500 if (pl->shoottype == i) { 3252 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3253 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3254}
3255
3256sint8
3257player::darkness_at (maptile *map, int x, int y) const
3258{
3259 if (!ns)
3260 return LOS_BLOCKED;
3261
3262 int dx, dy;
3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3264 return LOS_BLOCKED;
3265
3266 x += dx - ns->current_x;
3267 y += dy - ns->current_y;
3268
3269 return blocked_los (x, y);
3270}
3271
3272void
3273player::infobox (const char *title, const char *msg, int color)
3274{
3275 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3276}
3277
3278void
3279player::statusmsg (const char *msg, int color)
3280{
3281 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3282}
3283
3284void
3285player::failmsg (const char *msg, int color)
3286{
3287 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color);
3289}
3290

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