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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 1.267 by root, Wed Apr 7 18:35:56 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
234 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
235 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 212 * we deal with that below this point.
237 */ 213 */
238 p->party=NULL; 214 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 217
244#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 219
246#endif 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
247 239 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 ob->destroy_inv (false);
241 ob->destroy ();
249 242 }
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 */
258 243
259 roll_stats(op); 244 ob = observe = viewpoint = 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} 245}
301 246
302 247player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 248{
306 strcpy(op->contr->maplevel, first_map_path); 249 /* Clear item stack */
307 op->x = -1; 250 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
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;
340} 251}
341 252
342/* 253/*
343 * get_player_archetype() return next player archetype from archetype 254 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 255 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 256 * Note: there MUST be at least one player archetype!
346 */ 257 */
258static archetype *
347archetype *get_player_archetype(archetype* at) 259get_player_archetype (archetype *at)
348{ 260{
349 archetype *start = at; 261 // archetypes could have been reloaded
350 for (;;) { 262 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 263
352 at=first_archetype; 264 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 265 return at;
357 if (at == start) { 266
358 LOG (llevError, "No Player archetypes\n"); 267 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 268
360 } 269 for (;;)
361 } 270 {
362} 271 if (++i == archetypes.end ())
272 i = archetypes.begin ();
273 else if (*i == at)
274 cleanup ("not a single player archetype found");
363 275
276 if ((*i)->type == PLAYER)
277 return *i;
278 }
279}
364 280
281/* Tries to add player on the connection passed in ns.
282 * All we can really get in this is some settings like host and display
283 * mode.
284 */
285player *
286player::create ()
287{
288 player *pl = new player;
289
290 pl->set_object (get_player_archetype (0)->instance ());
291
292 pl->ob->roll_stats ();
293 pl->ob->stats.wc = 2;
294 pl->ob->run_away = 25; /* Then we panick... */
295
296 set_first_map (pl->ob);
297
298 return pl;
299}
300
301object *
365object *get_nearest_player(object *mon) { 302get_nearest_player (object *mon)
303{
366 object *op = NULL; 304 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 305 objectlink *ol;
369 unsigned lastdist; 306 unsigned lastdist;
370 rv_vector rv; 307 rv_vector rv;
371 308
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 309 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 310 {
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)) 311 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 312 continue;
399 313
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) { 314 if (lastdist > rv.distance)
409 op=pl->ob; 315 {
316 op = ol->ob;
410 lastdist=rv.distance; 317 lastdist = rv.distance;
318 }
411 } 319 }
412 } 320
413 } 321 for_all_players (pl)
322 if (can_detect_enemy (mon, pl->ob, &rv))
323 if (lastdist > rv.distance)
324 {
325 op = pl->ob;
326 lastdist = rv.distance;
327 }
328
414#if 0 329#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 330 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 331#endif
417 return op; 332 return op;
418} 333}
419 334
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 335/* 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 336 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 337 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 351 * 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 352 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 353 * is probably not a good thing.
439 */ 354 */
440#define MAX_SPACES 50 355#define MAX_SPACES 50
441
442 356
443/* 357/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 358 * 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 359 * 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 360 * 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. 373 * 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, 374 * 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 375 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 376 * is blocking itself.
463 */ 377 */
378int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 379path_to_player (object *mon, object *pl, unsigned mindiff)
380{
465 rv_vector rv; 381 rv_vector rv;
466 sint16 x,y; 382 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 383 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 384 maptile *m, *lastmap;
469 385
470 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
471 387
472 if (rv.distance<mindiff) return 0; 388 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; 389 return 0;
725}
726 390
727void confirm_password(object *op) { 391 x = mon->x;
392 y = mon->y;
393 m = mon->map;
394 dir = rv.direction;
395 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
396 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 397
729 op->contr->write_buf[0]='\0'; 398 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 399 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 400 return 0;
732}
733 401
402 while (diff > 1 && max > 0)
403 {
404 lastx = x;
405 lasty = y;
406 lastmap = m;
407 x = lastx + freearr_x[dir];
408 y = lasty + freearr_y[dir];
409
410 mflags = get_map_flags (m, &m, x, y, &x, &y);
411 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
412
413 /* Space is blocked - try changing direction a little */
414 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
415 && (m == mon->map && blocked_link (mon, m, x, y))))
416 {
417 /* recalculate direction from last good location. Possible
418 * we were not traversing ideal location before.
419 */
420 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
421 if (rv.direction != dir)
422 {
423 /* OK - says direction should be different - lets reset the
424 * the values so it will try again.
425 */
426 x = lastx;
427 y = lasty;
428 m = lastmap;
429 dir = firstdir = rv.direction;
430 }
431 else
432 {
433 /* direct path is blocked - try taking a side step to
434 * either the left or right.
435 * Note increase the values in the loop below to be
436 * more than -1/1 respectively will mean the monster takes
437 * bigger detour. Have to be careful about these values getting
438 * too big (3 or maybe 4 or higher) as the monster may just try
439 * stepping back and forth
440 */
441 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
442 {
443 if (i == 0)
444 continue; /* already did this, so skip it */
445 /* Use lastdir here - otherwise,
446 * since the direction that the creature should move in
447 * may change, you could get infinite loops.
448 * ie, player is northwest, but monster can only
449 * move west, so it does that. It goes some distance,
450 * gets blocked, finds that it should move north,
451 * can't do that, but now finds it can move east, and
452 * gets back to its original point. lastdir contains
453 * the last direction the creature has successfully
454 * moved.
455 */
456
457 x = lastx + freearr_x[absdir (lastdir + i)];
458 y = lasty + freearr_y[absdir (lastdir + i)];
459 m = lastmap;
460 mflags = get_map_flags (m, &m, x, y, &x, &y);
461 if (mflags & P_OUT_OF_MAP)
462 continue;
463 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
464 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
465 continue;
466 if (mflags & P_BLOCKSVIEW)
467 continue;
468
469 if (m == mon->map && blocked_link (mon, m, x, y))
470 break;
471 }
472 /* go through entire loop without finding a valid
473 * sidestep to take - thus, no valid path.
474 */
475 if (i == (DETOUR_AMOUNT + 1))
476 return 0;
477 diff--;
478 lastdir = dir;
479 max--;
480 if (!firstdir)
481 firstdir = dir + i;
482 } /* else check alternate directions */
483 } /* if blocked */
484 else
485 {
486 /* we moved towards creature, so diff is less */
487 diff--;
488 max--;
489 lastdir = dir;
490 if (!firstdir)
491 firstdir = dir;
492 }
493
494 if (diff <= 1)
495 {
496 /* Recalculate diff (distance) because we may not have actually
497 * headed toward player for entire distance.
498 */
499 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
500 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
501 }
502
503 if (diff > max)
504 return 0;
505 }
506
507 /* If we reached the max, didn't find a direction in time */
508 if (!max)
509 return 0;
510
511 return firstdir;
512}
513
514void
515give_initial_items (object *pl, treasurelist *items)
516{
517 if (pl->randomitems)
518 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
519
520 for (object *next, *op = pl->inv; op; op = next)
521 {
522 next = op->below;
523
524 /* Forces get applied per default, unless they have the
525 * flag "neutral" set. Sorry but I can't think of a better way
526 */
527 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
528 SET_FLAG (op, FLAG_APPLIED);
529
530 /* we never give weapons/armour if these cannot be used
531 * by this player due to race restrictions
532 */
533 if (pl->type == PLAYER)
534 {
535 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
536 &&
537 (op->type == ARMOUR || op->type == BOOTS
538 || op->type == CLOAK || op->type == HELMET
539 || op->type == SHIELD || op->type == GLOVES
540 || op->type == BRACERS || op->type == GIRDLE))
541 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
542 {
543 op->destroy ();
544 continue;
545 }
546 }
547
548 /* Here we remove duplicated skills (as duplicated spell objects have
549 * _very_ confusing effects for players), which could for instance be
550 * generated by bad treasurelists. - elmex
551 */
552 if (op->type == SKILL)
553 {
554 for (object *tmp = op->below; tmp; tmp = tmp->below)
555 if (tmp->type == op->type && tmp->name == op->name)
556 {
557 op->destroy ();
558 LOG (llevError,
559 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
560 break;
561 }
562
563 if (op->nrof > 1)
564 op->nrof = 1;
565 }
566
567 if (op->type == SPELLBOOK && op->inv)
568 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
569
570 /* Give starting characters identified, uncursed, and undamned
571 * items. Just don't identify gold or silver, or it won't be
572 * merged properly.
573 */
574 if (need_identify (op))
575 {
576 SET_FLAG (op, FLAG_IDENTIFIED);
577 CLEAR_FLAG (op, FLAG_CURSED);
578 CLEAR_FLAG (op, FLAG_DAMNED);
579 }
580
581 if (op->type == SPELL)
582 {
583 op->destroy ();
584 continue;
585 }
586 else if (op->type == SKILL)
587 {
588 SET_FLAG (op, FLAG_CAN_USE_SKILL);
589 op->stats.exp = 0;
590 op->level = 1;
591 }
592 else /* lock all 'normal items by default */
593 SET_FLAG (op, FLAG_INV_LOCKED);
594 } /* for loop of objects in player inv */
595
596 /* Need to set up the skill pointers */
597 pl->contr->link_skills ();
598}
599
600void
734void get_party_password(object *op, partylist *party) { 601get_party_password (object *op, partylist *party)
602{
735 if (party == NULL) { 603 if (party == NULL)
604 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 605 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 606 return;
738 } 607 }
608
739 op->contr->write_buf[0]='\0'; 609 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 610 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 611 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 612 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 613}
744
745 614
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 615/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 616static int
617roll_stat ()
618{
748 int a[4],i,j,k; 619 int a[4], i, j, k;
749 620
750 for(i=0;i<4;i++) 621 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 622 a[i] = (int) rndm (6) + 1;
752 623
753 for(i=0,j=0,k=7;i<4;i++) 624 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 625 if (a[i] < k)
755 k=a[i],j=i; 626 k = a[i], j = i;
756 627
757 for(i=0,k=0;i<4;i++) { 628 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 629 if (i != j)
759 k+=a[i]; 630 k += a[i];
760 } 631
761 return k; 632 return k;
762} 633}
763 634
764void roll_stats(object *op) { 635void
636object::roll_stats ()
637{
638 int statsort [NUM_STATS];
639
640 for (;;)
641 {
765 int sum=0; 642 int sum = 0;
766 int i = 0, j = 0; 643 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 644 sum += statsort [i] = roll_stat ();
768 645
769 do { 646 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 647 break;
771 op->stats.Dex=roll_stat(); 648 }
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);
781 649
782 /* Sort the stats so that rerolling is easier... */ 650 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 651 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;
790 652
791 /* a quick and dirty bubblesort? */ 653 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]; 654 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];
810 655
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; 656 stats.exp = 0;
822 op->stats.ac=0; 657 stats.ac = 0;
823 658
659 stats.hp = stats.maxhp;
660 stats.sp = stats.maxsp;
661 stats.grace = stats.maxgrace;
662
663 if (contr)
664 {
824 op->contr->levhp[1] = 9; 665 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 666 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 667 contr->levgrace[1] = 3;
827 668
828 fix_player(op); 669 contr->orig_stats = stats;
670 }
671}
672
673void
674object::swap_stats (int a, int b)
675{
676 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
677
678 for (int i = 0; i < NUM_STATS; ++i)
679 stats.stat (i) = contr->orig_stats.stat (i);
680
681 //TODO: the following code looks so borked and should, at the very least,
682 // be merged with the similar code in roll_stats
683 stats.ac = 0;
684
685 level = 1;
686 stats.exp = 0;
687 stats.ac = 0;
688
829 op->stats.hp = op->stats.maxhp; 689 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 690 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 691 stats.grace = stats.maxgrace;
692
693 if (contr)
694 {
695 contr->levhp[1] = 9;
696 contr->levsp[1] = 6;
697 contr->levgrace[1] = 3;
698
832 op->contr->orig_stats=op->stats; 699 contr->orig_stats = stats;
700 }
833} 701}
834 702
835void Roll_Again(object *op) 703static void
704start_info (object *op)
836{ 705{
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]; 706 char buf[MAX_BUF];
845 707
846 if ( op->contr->Swap_First == -1 ) { 708 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); 709 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} 710}
954 711
955/* This function takes the key that is passed, and does the 712/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 713 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 714 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 715 * separate race and class; this actually changes the RACE,
959 * not the class. 716 * not the class.
960 */ 717 */
961 718void
962int key_change_class(object *op, char key) 719player::chargen_race_done ()
963{ 720{
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 */ 721 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 722 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 723
724 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
725 if (tl)
726 create_treasure (tl, ob, 0, 0, 0);
727
978 INVOKE_PLAYER (BIRTH, op->contr); 728 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 729 INVOKE_PLAYER (LOGIN, ob->contr);
980 730
981 op->contr->state=ST_PLAYING; 731 ob->contr->ns->state = ST_PLAYING;
982 732
983 if (op->msg) { 733 if (ob->msg)
984 free_string(op->msg); 734 ob->msg = 0;
985 op->msg=NULL;
986 }
987 735
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); 736 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 737 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 738 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 739 esrv_send_inventory (ob, ob);
1002 fix_player(op); 740 ob->update_stats ();
1003 741
1004 /* This moves the player to a different start map, if there 742 /* This moves the player to a different start map, if there
1005 * is one for this race 743 * is one for this race
1006 */ 744 */
1007 if(*first_map_ext_path) { 745 if (*first_map_ext_path)
1008 object *tmp; 746 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 747 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"); 748 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 749}
1024 return 0;
1025 }
1026 750
751void
752player::chargen_race_next ()
753{
1027 /* Following actually changes the race - this is the default command 754 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 755 * if we don't match with one of the options above.
1029 */ 756 */
1030 757
1031 tmp_loop = 0; 758 do
1032 while(!tmp_loop) { 759 {
1033 const char *name = add_string (op->name); 760 shstr name = ob->name;
1034 int x = op->x, y = op->y; 761 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 762
1036 remove_ob (op); 763 ob->remove_statbonus ();
764 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 765 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 766 ob->arch->copy_to (ob);
1039 op->instantiate (); 767 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 768 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 769 ob->name = ob->name_pl = name;
1042 op->name = name; 770 ob->x = x;
1043 free_string(op->name_pl); 771 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 */ 772 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 773 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 774 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 775 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 } 776 }
777 while (!allowed_class (ob));
778
1056 update_object(op,UP_OBJ_FACE); 779 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 780 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 781 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 782 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 783 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 784 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} 785}
1067 786
1068int key_confirm_quit(object *op, char key) 787static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 788flee_player (object *op)
789{
1114 int dir,diff; 790 int dir, diff;
1115 rv_vector rv; 791 rv_vector rv;
1116 792
1117 if(op->stats.hp < 0) { 793 if (op->stats.hp < 0)
794 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 795 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 796 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 797 return;
798 }
799
800 if (!op->enemy)
1121 } 801 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 802 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 803 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 804 return;
1127 } 805 }
1128 806
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)) { 807 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
808 {
1140 op->enemy=NULL; 809 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 810 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 811 return;
1143 } 812 }
813
1144 get_rangevector(op, op->enemy, &rv, 0); 814 get_rangevector (op, op->enemy, &rv, 0);
1145 815
1146 dir=absdir(4+rv.direction); 816 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 817 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 } 818 {
819 int m = 1 - rndm (2) * 2;
820
821 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
822 return;
823 }
824
1154 /* Cornered, get rid of scared */ 825 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 827 op->enemy = NULL;
1157} 828}
1158
1159 829
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 830/* 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 831 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 832 * stop.
1163 */ 833 */
834int
1164int check_pick(object *op) { 835check_pick (object *op)
836{
1165 object *tmp, *next; 837 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 838 int stop = 0;
1168 int j, k, wvratio; 839 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 840
1171
1172 /* if you're flying, you cna't pick up anything */ 841 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 842 if (op->move_type & MOVE_FLYING)
1174 return 1; 843 return 1;
1175 844
1176 op_tag = op->count;
1177
1178 next = op->below; 845 next = op->below;
1179 if (next) 846
1180 next_tag = next->count; 847 int cnt = MAX_ITEM_PER_ACTION;
848#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 849
1182 /* loop while there are items on the floor that are not marked as 850 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 851 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 852 while (next && !next->destroyed ())
1185 { 853 {
1186 tmp = next; 854 tmp = next;
1187 next = tmp->below; 855 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 856
1191 if (was_destroyed (op, op_tag)) 857 if (cnt <= 0)
858 {
859 op->failmsg ("Couldn't pickup all items at once.");
860 return 0;
861 }
862
863 if (op->destroyed ())
1192 return 0; 864 return 0;
1193 865
1194 if ( ! can_pick (op, tmp)) 866 if (!can_pick (op, tmp))
1195 continue; 867 continue;
1196 868
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 869 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 870 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 871 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 872 CHK_PICK_PICKUP;
873
1201 continue; 874 continue;
1202 } 875 }
1203 876
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 */ 877 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 878 if (op->contr->mode & PU_DEBUG)
1241 { 879 {
1242 /* some debugging code to figure out item information */ 880 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 881 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 882 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 883 &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", 884 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 885 &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)))); 886
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 887 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 } 888 }
889
890 if (op->contr->mode & PU_INHIBIT)
891 return 1;
892
893 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
894 return 1;
895
1281 /* philosophy: 896 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 897 * 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 898 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 899 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 900 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 901 * example.
1287 * The drawback: right now it has no frontend, so you need to 902 * 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 903 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 904 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 907 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 908 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 909 * meaning if any test passes, the item gets picked up. */
1295 910
1296 /* if mode is set to pick nothing up, return */ 911 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 912 if (op->contr->mode == PU_NOTHING)
913 return 1;
1299 914
1300 /* if mode is set to stop when encountering objects, return */ 915 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 916 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 917 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 918 if (op->contr->mode & PU_STOP)
919 return 0;
1305 920
1306 /* useful for going into stores and not losing your settings... */ 921 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 922 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 923 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 924 if (op->contr->mode & PU_INHIBIT)
925 return 1;
1310 926
1311 /* prevent us from turning into auto-thieves :) */ 927 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 928 if (QUERY_FLAG (tmp, FLAG_UNPAID))
929 continue;
1313 930
1314 /* ignore known cursed objects */ 931 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 932 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
933 continue;
1316 934
1317 /* all food and drink if desired */ 935 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 936 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 937 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 938 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 939 {
940 CHK_PICK_PICKUP;
941 continue;
942 }
943
1322 if(op->contr->mode & PU_DRINK) 944 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 945 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; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
1325 950
1326 if(op->contr->mode & PU_POTION) 951 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 952 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1329 957
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 958 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 959 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 960 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1334 if(op->contr->mode & PU_SKILLSCROLL) 966 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 967 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1337 if(op->contr->mode & PU_READABLES) 973 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 974 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1340 979
1341 /* wands/staves/rods/horns */ 980 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 981 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 982 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 983 || tmp->type == ROD
984 || tmp->type == HORN
985 || tmp->type == POWER_CRYSTAL)
986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
1345 990
1346 /* pick up all magical items */ 991 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 992 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 993 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 994 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
995 {
996 CHK_PICK_PICKUP;
997 continue;
998 }
1350 999
1351 if(op->contr->mode & PU_VALUABLES) 1000 if (op->contr->mode & PU_VALUABLES)
1352 { 1001 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1002 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1003 {
1004 CHK_PICK_PICKUP;
1005 continue;
1006 }
1355 } 1007 }
1356 1008
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1009 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1010 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1011 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1012 || tmp->type == AMULET
1013 || tmp->type == GIRDLE
1014 || tmp->type == SKILL_TOOL)
1015 {
1016 CHK_PICK_PICKUP;
1017 continue;
1018 }
1019
1020 /* we don't forget dragon food */
1021 if (op->contr->mode & PU_FLESH)
1022 if (tmp->type == FLESH)
1023 {
1024 CHK_PICK_PICKUP;
1025 continue;
1026 }
1361 1027
1362 /* bows and arrows. Bows are good for selling! */ 1028 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1029 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1030 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1366 if(op->contr->mode & PU_ARROW) 1036 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1037 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1369 1042
1370 /* all kinds of armor etc. */ 1043 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1044 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1045 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1374 if(op->contr->mode & PU_HELMET) 1051 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1052 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1377 if(op->contr->mode & PU_SHIELD) 1058 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1059 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1380 if(op->contr->mode & PU_BOOTS) 1065 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1066 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1383 if(op->contr->mode & PU_GLOVES) 1072 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1073 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1386 if(op->contr->mode & PU_CLOAK) 1079 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1080 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1389 1085
1390 /* hoping to catch throwing daggers here */ 1086 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1087 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1088 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1394 1093
1395 /* careful: chairs and tables are weapons! */ 1094 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1095 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1096 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1097 if (tmp->type == WEAPON)
1399 { 1098 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1099 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1100 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1101 continue;
1403 } 1102 }
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 } 1103 }
1411 1104
1412 /* misc stuff that's useful */ 1105 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1106 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1107 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1108 {
1109 CHK_PICK_PICKUP;
1110 continue;
1111 }
1416 1112
1417 /* any of the last 4 bits set means we use the ratio for value 1113 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1114 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1115 if (op->contr->mode & PU_RATIO)
1420 { 1116 {
1421 /* use value density to decide what else to grab */ 1117 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1118 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1119 /* >=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 */ 1120 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1121 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1122 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1123 {
1428 pick_up(op, tmp);
1429#if 0 1124#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1125 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1126 if (tmp->name != NULL)
1127 {
1432 fprintf(stderr,"%s", tmp->name); 1128 fprintf (stderr, "%s", tmp->name);
1433 } 1129 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1130 else
1131 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1132 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1133 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1134#endif
1438 continue; 1135 CHK_PICK_PICKUP;
1439 } 1136 continue;
1137 }
1138 } /* the new pickup model */
1440 } 1139 }
1441 } /* the new pickup model */ 1140
1442 }
1443 return ! stop; 1141 return !stop;
1142}
1143
1144/* routine for both players and monsters. We call this when
1145 * there is a possibility for our action distrubing our hiding
1146 * place or invisiblity spell. Artefact invisiblity causes
1147 * "noise" instead. If we arent invisible to begin with, we
1148 * return 0.
1149 */
1150static int
1151action_makes_visible (object *op)
1152{
1153 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1154 {
1155 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1156 {
1157 // artefact invisibility is permanent, but we still make noise
1158 // this is important for game-balance.
1159 if (op->contr)
1160 op->make_noise ();
1161
1162 return 0;
1163 }
1164
1165 if (op->contr && op->contr->tmp_invis == 0)
1166 return 0;
1167
1168 /* If monsters, they should become visible */
1169 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1172 return 1;
1173 }
1174 }
1175
1176 return 0;
1444} 1177}
1445 1178
1446/* 1179/*
1447 * Find an arrow in the inventory and after that 1180 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1181 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1182 * found object is returned.
1450 */ 1183 */
1184static object *
1451object *find_arrow(object *op, const char *type) 1185find_arrow (object *op, const char *type)
1452{ 1186{
1453 object *tmp = NULL; 1187 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1188 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1189 return splay (tmp);
1454 1190
1455 for(op=op->inv; op; op=op->below) 1191 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1192 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1193 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1194 {
1459 else if (op->type==ARROW && op->race==type) 1195 splay (tmp);
1196 return arrow;
1197 }
1198
1460 return op; 1199 return 0;
1461 return tmp;
1462} 1200}
1463 1201
1464/* 1202/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1203 * 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 1204 * 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 1205 * 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. 1206 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1207 */
1470 1208static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1209find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1210{
1473 object *tmp = NULL, *arrow, *ntmp; 1211 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1212 int attacknum, attacktype, betterby = 0, i;
1475 1213
1476 if (!type) 1214 if (!type)
1477 return NULL; 1215 return NULL;
1478 1216
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1217 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1218 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1219 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1220 {
1221 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1222 ntmp = find_better_arrow (arrow, target, type, &i);
1223
1484 if (i > betterby) { 1224 if (i > betterby)
1485 tmp = ntmp; 1225 {
1486 betterby = i; 1226 tmp = ntmp;
1487 } 1227 betterby = i;
1228 }
1229 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1230 else if (arrow->type == ARROW && arrow->race == type)
1231 {
1489 /* allways prefer assasination/slaying */ 1232 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1233 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1234 {
1492 if (arrow->attacktype & AT_DEATH) { 1235 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1236 {
1494 return arrow; 1237 *better = 100;
1495 } else { 1238 return arrow;
1496 tmp = arrow; 1239 }
1240 else
1241 {
1242 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1243 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1244 }
1499 } else { 1245 }
1246 else
1247 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1248 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1249 {
1501 attacktype = 1<<attacknum; 1250 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1251 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1252 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1253 {
1254 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1255 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1256 }
1507 } 1257 }
1258
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1259 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1260 {
1261 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1262 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1263 }
1264
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1265 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1266 {
1267 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1268 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1269 }
1270 }
1271 }
1516 } 1272 }
1517 } 1273
1518 }
1519 if (tmp == NULL && arrow == NULL) 1274 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1275 return find_arrow (op, type);
1521 1276
1522 *better = betterby; 1277 *better = betterby;
1523 return tmp; 1278 return tmp;
1524} 1279}
1525 1280
1526/* looks in a given direction, finds the first valid target, and calls 1281/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1282 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1283 * op = the shooter
1529 * type = bow->race 1284 * type = bow->race
1530 * dir = fire direction 1285 * dir = fire direction
1531 */ 1286 */
1532 1287static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1288pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1289{
1535 object *tmp = NULL; 1290 object *tmp = NULL;
1536 mapstruct *m; 1291 maptile *m;
1537 int i, mflags, found, number; 1292 int i, mflags, found, number;
1538 sint16 x, y; 1293 sint16 x, y;
1539 1294
1540 if (op->map == NULL) 1295 if (op->map == NULL)
1541 return find_arrow(op, type); 1296 return find_arrow (op, type);
1542 1297
1543 /* do a dex check */ 1298 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1299 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))) 1300 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1301 return find_arrow (op, type);
1547 1302
1548 m = op->map; 1303 m = op->map;
1549 x = op->x; 1304 x = op->x;
1550 y = op->y; 1305 y = op->y;
1551 1306
1552 /* find the first target */ 1307 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1308 for (i = 0, found = 0; i < 20; i++)
1309 {
1554 x += freearr_x[dir]; 1310 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1311 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1312 mflags = get_map_flags (m, &m, x, y, &x, &y);
1313
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1314 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1315 {
1559 break; 1316 tmp = 0;
1317 break;
1318 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1319 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1320 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1321 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1322 * perhaps a bad assumption.
1563 */ 1323 */
1564 tmp = NULL; 1324 tmp = 0;
1565 break; 1325 break;
1566 } 1326 }
1327
1567 if (mflags & P_IS_ALIVE) { 1328 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1329 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1330 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1331 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1332 }
1577 if (tmp == NULL) 1333
1334 if (!tmp)
1578 return find_arrow(op, type); 1335 return find_arrow (op, type);
1579 1336
1580 if (tmp->head) 1337 if (tmp->head)
1581 tmp = tmp->head; 1338 tmp = tmp->head;
1582 1339
1583 return find_better_arrow(op, tmp, type, &i); 1340 return find_better_arrow (op, tmp, type, &i);
1584} 1341}
1585 1342
1586/* 1343/*
1587 * Creature fires a bow - op can be monster or player. Returns 1344 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1345 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1348 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1349 * 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 1350 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1351 * player fire modes.
1595 */ 1352 */
1353int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1354fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1355{
1599 object *left, *bow; 1356 object *left, *bow;
1600 tag_t left_tag, tag; 1357 int mflags;
1601 int bowspeed, mflags; 1358 maptile *m;
1602 mapstruct *m;
1603 1359
1604 if (!dir) { 1360 if (!dir)
1361 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1362 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1363 return 0;
1364 }
1365
1366 if (op->contr)
1367 bow = op->current_weapon;
1368 else
1607 } 1369 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1370 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1371 /* 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. 1372 * don't need to switch back and forth between bows and weapons.
1614 */ 1373 */
1615 if(bow->type==BOW) 1374 if (bow->type == BOW)
1616 break; 1375 break;
1617 1376
1618 if (!bow) { 1377 if (!bow)
1378 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1379 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1380 return 0;
1621 } 1381 }
1382
1383 // optimisation: move object to top so we will find it quickly again
1384 splay (bow);
1622 } 1385 }
1386
1623 if( !bow->race || !bow->skill) { 1387 if (!bow->race || !bow->skill)
1388 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1389 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1390 return 0;
1626 } 1391 }
1627 1392
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) { 1393 if (arrow == NULL)
1394 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1395 if ((arrow = find_arrow (op, bow->race)) == NULL)
1396 {
1638 if (op->type == PLAYER) 1397 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1398 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 */ 1399 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1400 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1401 CLEAR_FLAG (op, FLAG_READY_BOW);
1402
1644 return 0; 1403 return 0;
1645 } 1404 }
1646 } 1405 }
1406
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1407 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1408 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1409 return 0;
1650 } 1410
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1411 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1412 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1414 return 0;
1654 } 1415 }
1655 1416
1656 /* this should not happen, but sometimes does */ 1417 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1418 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1419 {
1420 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1421 arrow->destroy ();
1422 return 0;
1423 }
1662 1424
1663 left = arrow; /* these are arrows left to the player */ 1425 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1426 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1427 if (!arrow)
1666 if (arrow == NULL) { 1428 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1430 return 0;
1669 return 0;
1670 } 1431 }
1671 set_owner(arrow, op); 1432
1672 if (arrow->skill) free_string(arrow->skill); 1433 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1434 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1435 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1436
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 */ 1437 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1438 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1439 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1440 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1441
1691 /* Note that this was different for monsters - they got their level 1442#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1443 if (player *pl = op->contr)
1693 */
1694 1444 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1445 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1446
1447 /* penalize ROF for bestarrow */
1448 if (pl->bowtype == bow_bestarrow)
1449 speed *= .9f;
1450 else
1451 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1452
1453 op->speed_left += speed - op->speed;
1454 }
1455#endif
1456
1457 SET_ANIMATION (arrow, arrow->direction);
1458
1699 /* update the speed */ 1459 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1460 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]) + 1461 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1462
1705 if (arrow->speed < 1.0) 1463 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1464 arrow->speed_left = 0;
1709 1465
1466 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1467
1710 if (op->type == PLAYER) { 1468 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1469 {
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; 1470 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1471 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1472
1473 if (!arrow->slaying)
1474 arrow->slaying = op->slaying;
1475
1476 arrow->attacktype |= op->attacktype;
1477 }
1478 else
1479 {
1721 arrow->level = op->level; 1480 arrow->level = op->level;
1722 } 1481 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1482
1483 if (!arrow->slaying)
1484 arrow->slaying = bow->slaying;
1485
1724 arrow->attacktype |= bow->attacktype; 1486 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1487 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1488
1728 arrow->map = m; 1489 wc -= arrow->level;
1490 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1491
1492 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1493 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1494 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1495
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1496 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1497 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1498
1736 if (!was_destroyed(arrow, tag)) 1499 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1500 move_arrow (arrow);
1738 1501
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; 1502 return 1;
1746} 1503}
1747 1504
1748/* Special fire code for players - this takes into 1505/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1506 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1507 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1508 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1509 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1510 * hence the function name.
1754 */ 1511 */
1512static int
1755int player_fire_bow(object *op, int dir) 1513player_fire_bow (object *op, int dir)
1756{ 1514{
1757 int ret=0, wcmod=0; 1515 int ret;
1758 1516
1759 if (op->contr->bowtype == bow_bestarrow) { 1517 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1518 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1519 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); 1520 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1521 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1522 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1523 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, 1524 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1525 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1526 else if (op->contr->bowtype == bow_threewide)
1527 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1528 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)]); 1529 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)]); 1530 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1531 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1532 else if (op->contr->bowtype == bow_spreadshot)
1533 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1534 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); 1535 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); 1536 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1537 }
1777 } else { 1538 else
1539 {
1778 /* Simple case */ 1540 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1541 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1542 }
1543
1781 return ret; 1544 return ret;
1782} 1545}
1783
1784 1546
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1547/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1548 * Broken apart from 'fire' to keep it more readable.
1787 */ 1549 */
1550static void
1788void fire_misc_object(object *op, int dir) 1551fire_misc_object (object *op, int dir)
1789{ 1552{
1790 object *item; 1553 object *item = op->contr->ranged_ob;
1791 1554
1792 if (!op->contr->ranges[range_misc]) { 1555 if (!item)
1556 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1558 return;
1795 } 1559 }
1796 1560
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1561 if (!item->inv)
1562 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1563 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1564 return;
1801 } 1565 }
1802 if (item->type == WAND) { 1566
1803 if(item->stats.food<=0) { 1567 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1568 return;
1807 } 1569
1570 if (item->type == WAND)
1571 {
1572 if (item->stats.food <= 0)
1573 {
1574 op->contr->play_sound (sound_find ("wand_poof"));
1575 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1576
1577 return;
1578 }
1579 }
1580 else if (item->type == ROD || item->type == HORN)
1581 {
1582 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1583
1584 // using the maximum of the rods charge allows at least one spell cast
1585 // for a rod or horn, this fixes some broken rods.
1586 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1587 {
1588 op->contr->play_sound (sound_find ("wand_poof"));
1589
1590 if (item->type == ROD)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1592 else
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1594
1595 return;
1596 }
1597 }
1598
1599 if (cast_spell (op, item, dir, item->inv, NULL))
1600 {
1601 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1602
1603 if (item->type == WAND)
1604 {
1605 if (!(--item->stats.food))
1606 {
1607 object *tmp;
1608
1609 if (item->arch)
1610 {
1611 CLEAR_FLAG (item, FLAG_ANIMATE);
1612 item->face = item->arch->face;
1613 item->set_speed (0);
1614 }
1615
1616 if (object *pl = item->visible_to ())
1617 esrv_update_item (UPD_ANIM, pl, item);
1618 }
1619 }
1808 } else if (item->type == ROD || item->type==HORN) { 1620 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); 1621 drain_rod_charge (item);
1838 }
1839 } 1622 }
1840} 1623}
1841 1624
1842/* Received a fire command for the player - go and do it. 1625/* Received a fire command for the player - go and do it.
1843 */ 1626 */
1627bool
1844void fire(object *op,int dir) { 1628fire (object *who, int dir)
1629{
1845 int spellcost=0; 1630 int spellcost = 0;
1846 1631
1632 player *pl = who->contr;
1633
1634 if (pl->golem)
1635 {
1636 control_golem (who->contr->golem, dir);
1637 return false;
1638 }
1639
1640 object *ob = pl->ranged_ob;
1641
1642 if (!ob)
1643 return false;
1644
1645 if (who->speed_left > 0.f)
1646 --who->speed_left;
1647 else
1648 return false;
1649
1650 if (!who->apply (ob))
1651 return false;
1652
1847 /* check for loss of invisiblity/hide */ 1653 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1654 if (action_makes_visible (who))
1655 make_visible (who);
1849 1656
1850 switch(op->contr->shoottype) { 1657 switch (ob->type)
1851 case range_none: 1658 {
1852 return; 1659 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1660 player_fire_bow (who, dir);
1856 return; 1661 break;
1857 1662
1858 case range_magic: /* Casting spells */ 1663 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1664 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1665 break;
1861 1666
1862 case range_misc: 1667 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 ); 1668 apply_map_builder (who, dir);
1669 break;
1670
1671 case SKILL:
1672 do_skill (who, who, ob, dir, 0);
1673 break;
1674
1675 case RANGED:
1676 do_skill (who, ob, who->chosen_skill, dir, 0);
1677 break;
1678
1679 default:
1680 fire_misc_object (who, dir);
1681 break;
1682 }
1683
1684 return true;
1685}
1686
1687static object *
1688find_key_ (object *pl, object *container, object *door)
1689{
1690 object *tmp, *key;
1691
1692 /* Should not happen, but sanity checking is never bad */
1693 if (!container->inv)
1694 return 0;
1695
1696 /* First, lets try to find a key in the top level inventory */
1697 for (tmp = container->inv; tmp; tmp = tmp->below)
1698 {
1699 if (door->type == DOOR && tmp->type == KEY)
1700 break;
1701
1702 /* For sanity, we should really check door type, but other stuff
1703 * (like containers) can be locked with special keys
1704 */
1705 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1706 break;
1707 }
1708
1709 /* No key found - lets search inventories now */
1710 /* If we find and use a key in an inventory, return at that time.
1711 * otherwise, if we search all the inventories and still don't find
1712 * a key, return
1713 */
1714 if (!tmp)
1715 {
1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1717 /* No reason to search empty containers */
1718 if (tmp->type == CONTAINER && tmp->inv)
1719 if ((key = find_key_ (pl, tmp, door)))
1720 return key;
1721
1722 if (!tmp)
1887 return; 1723 return 0;
1888 default: 1724 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1725
1890 return; 1726 /* We get down here if we have found a key. Now if its in a container,
1727 * see if we actually want to use it
1728 */
1729 if (pl != container)
1891 } 1730 {
1892} 1731 /* Only let players use keys in containers */
1732 if (!pl->contr)
1733 return 0;
1893 1734
1735 /* cases where this fails:
1736 * If we only search the player inventory, return now since we
1737 * are not in the players inventory.
1738 * If the container is not active, return now since only active
1739 * containers can be used.
1740 * If we only search keyrings and the container does not have
1741 * a race/isn't a keyring.
1742 * No checking for all containers - to fall through past here,
1743 * inv must have been an container and must have been active.
1744 *
1745 * Change the color so that the message doesn't disappear with
1746 * all the others.
1747 */
1748 if (pl->contr->usekeys == key_inventory
1749 || !QUERY_FLAG (container, FLAG_APPLIED)
1750 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1751 {
1752 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1753 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1754 return NULL;
1755 }
1756 }
1894 1757
1758 return tmp;
1759}
1895 1760
1896/* find_key 1761/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1762 * 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 1763 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1764 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1766 * pl is the player,
1902 * inv is the objects inventory to searched 1767 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1768 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1769 * This function can be called recursively to search containers.
1905 */ 1770 */
1906 1771object *
1907object * find_key(object *pl, object *container, object *door) 1772find_key (object *pl, object *container, object *door)
1908{ 1773{
1909 object *tmp,*key; 1774 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1775 {
1923 /* No key found - lets search inventories now */ 1776 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1777 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1778 // of searching through containers ourselves.
1926 * a key, return 1779
1927 */ 1780 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1781 }
1934 } 1782 else
1935 if (!tmp) return NULL; 1783 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1784}
1969 1785
1970/* moved door processing out of move_player_attack. 1786/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1787 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1788 * such that the caller should not do anything more,
1973 * 0 otherwise 1789 * 0 otherwise
1974 */ 1790 */
1791static int
1975static int player_attack_door(object *op, object *door) 1792player_attack_door (object *op, object *door)
1976{ 1793{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1794 /* 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 - 1795 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1796 * otherwise, we fall through to the rest of the code.
1981 */ 1797 */
1982 object *key=find_key(op, op, door); 1798 object *key = find_key (op, op, door);
1983 1799
1984 /* IF we found a key, do some extra work */ 1800 /* If we found a key, do some extra work */
1985 if (key) { 1801 if (key)
1802 {
1986 object *container=key->env; 1803 object *container = key->env;
1987 1804
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1805 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1806 make_visible (op);
1807
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1808 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1809 spring_trap (door->inv, op);
1810
1991 if (door->type == DOOR) { 1811 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1812 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1813 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1814 {
1996 "You open the door with the %s", query_short_name(key)); 1815 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1816 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1817 }
1818
1999 /* Do this after we print the message */ 1819 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1820 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1821
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1822 return 1; /* Nothing more to do below */
1823 }
2005 } else if (door->type==LOCKED_DOOR) { 1824 else if (door->type == LOCKED_DOOR)
1825 {
2006 /* Might as well return now - no other way to open this */ 1826 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1827 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1828 return 1;
2009 } 1829 }
1830
2010 return 0; 1831 return 0;
2011} 1832}
2012 1833
2013/* This function is just part of a breakup from move_player. 1834/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1835 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1836 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1837 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1838 * going to try and move (not fire weapons).
2018 */ 1839 */
2019 1840bool
2020void move_player_attack(object *op, int dir) 1841move_player_attack (object *op, int dir)
2021{ 1842{
2022 object *tmp, *mon, *tpl; 1843 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1844 {
2024 int on_battleground; 1845 --op->speed_left;
2025 mapstruct *m; 1846 return true;
1847 }
2026 1848
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1849 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1850 sint16 ny = freearr_y[dir] + op->y;
2031 1851
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1852 if (out_of_map (op->map, nx, ny))
1853 return false;
2033 1854
2034 /* If braced, or can't move to the square, and it is not out of the 1855 /* 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 1856 * 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 1857 * 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 1858 * 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 1859 * 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 1860 * 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 1861 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1862 * move_ob uses.
2042 */ 1863 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1864 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 1865
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1866 /* 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. 1867 * 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 1868 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1869 * on the space
2060 */ 1870 */
2061 while (tmp!=NULL) { 1871 object *mon;
2062 if (tmp == op) { 1872 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1873 {
2064 continue; 1874 if ((mon->flag [FLAG_ALIVE]
1875 || mon->type == LOCKED_DOOR
1876 || mon->flag [FLAG_CAN_ROLL])
1877 && mon != op)
1878 break;
2065 } 1879 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1880
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 */ 1881 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1882 return false; /* into a wall */
2077 1883
2078 if(mon->head != NULL)
2079 mon = mon->head; 1884 mon = mon->head_ ();
2080 1885
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1886 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1887 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1888 if (player_attack_door (op, mon))
1889 {
1890 --op->contr->weapon_sp_left;
1891 return true;
1892 }
2083 1893
2084 /* The following deals with possibly attacking peaceful 1894 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1895 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1896 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1897 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1898 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1899 * and thus will not push them.
2090 */ 1900 */
2091 1901
2092 /* If the creature is a pet, push it even if the player is not 1902 /* 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 1903 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1904 * player owns it and it is either friendly or unagressive.
2095 */ 1905 */
2096 if ((op->type==PLAYER) 1906 if (op->type == PLAYER
2097#if COZY_SERVER 1907 && ((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)) 1908 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1909 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1910 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1911 {
2109 /* If we're braced, we don't want to switch places with it */ 1912 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1913 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1914 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1915
1916 if (op->speed_left > 0.f)
1917 {
1918 --op->speed_left;
1919
1920 op->play_sound (sound_find ("push_player"));
1921 push_ob (mon, dir, op);
1922
1923 if (action_makes_visible (op))
1924 make_visible (op);
1925
1926 return true;
1927 }
1928 else
1929 return false;
1930 }
1931
1932 bool on_battleground = op_on_battleground (op, 0, 0);
1933
2117 /* in certain circumstances, you shouldn't attack friendly 1934 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1935 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1936 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1937 * attack them either.
2121 */ 1938 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1939 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1940 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1941 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1942 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1943 && !on_battleground))
1944 {
1945 if (op->speed_left > 0.f)
1946 {
1947 --op->speed_left;
1948
1949 if (!op->contr->braced)
2131 )) { 1950 {
2132 if (!op->contr->braced) { 1951 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1952 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1953 }
2135 } else { 1954 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1955 op->statusmsg ("You withhold your attack");
1956
1957 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1958 make_visible (op);
1959
1960 return true;
1961 }
2137 } 1962 }
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 1963 /* 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. 1964 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1965 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1966 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1967 {
1968 if (op->speed_left > 0.f)
1969 {
1970 --op->speed_left;
1971
2145 recursive_roll(mon,dir,op); 1972 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1973 if (action_makes_visible (op))
2147 } 1974 make_visible (op);
2148 1975
1976 return true;
1977 }
1978 }
2149 /* Any generic living creature. Including things like doors. 1979 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1980 * 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: 1981 * 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 1982 * 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. 1983 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1984 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1985 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1986 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 1987 {
1988 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1989 {
1990 --op->contr->weapon_sp_left;
2159 1991
2160 /* If the player hasn't hit something this tick, and does 1992 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 1993
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1994 if (action_makes_visible (op))
1995 make_visible (op);
1996
1997 return true;
1998 }
2169 } 1999 }
2170 2000
2171 skill_attack(mon, op, 0, NULL, NULL); 2001 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} 2002}
2189 2003
2004bool
2190int move_player(object *op,int dir) { 2005move_player (object *op, int dir)
2191 int pick; 2006{
2192 object *transport = op->contr->transport; 2007 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2008 return 0;
2009
2010 /* Sanity check: make sure dir is valid */
2011 if (dir < 0 || dir >= 9)
2012 {
2013 LOG (llevError, "move_player: invalid direction %d\n", dir);
2014 return 0;
2015 }
2016
2017 /* peterm: added following line */
2018 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2019 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2020
2021 op->facing = dir;
2022
2023 if (op->flag [FLAG_HIDDEN])
2024 do_hidden_move (op);
2025
2026 bool retval;
2027 int pick = 0;
2028
2029 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2030 retval = RESULT_INT (0);
2031 else if (op->contr->fire_on)
2032 retval = fire (op, dir);
2033 else
2034 {
2035 retval = move_player_attack (op, dir);
2036 pick = check_pick (op);
2037 }
2038
2039 /* Add special check for newcs players and fire on - this way, the
2040 * server can handle repeat firing.
2041 */
2042 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2043 op->direction = dir;
2044 else
2045 op->direction = 0;
2046
2047 /* Update how the player looks. Use the facing, so direction may
2048 * get reset to zero. This allows for full animation capabilities
2049 * for players.
2050 */
2051 animate_object (op, op->facing);
2052
2053 return retval;
2256} 2054}
2257 2055
2258/* This is similar to handle_player, below, but is only used by the 2056/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2057 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2058 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2059 * the new speed values for commands.
2262 * 2060 *
2263 * Returns true if there are more actions we can do. 2061 * Returns true if there are more actions we can do. Should not do
2062 * many actions in a row, as that would be too unfair to other
2063 * players.
2264 */ 2064 */
2065bool
2265int handle_newcs_player(object *op) 2066handle_newcs_player (object *op)
2266{ 2067{
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)) { 2068 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 } 2069 {
2070 if (op->speed_left > 0.f)
2071 {
2072 --op->speed_left;
2073 flee_player (op);
2291 2074
2292 /* I've been seeing crashes where the golem has been destroyed, but 2075 return true;
2293 * the player object still points to the defunct golem. The code that 2076 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2077 else
2295 * put this in a a workaround to clean up the golem pointer. 2078 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 } 2079 }
2303 2080
2304 /* call this here - we also will call this in do_ericserver, but 2081 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2082 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2083 * called, so we recheck it here.
2307 */ 2084 */
2308 HandleClient(&op->contr->socket, op->contr); 2085 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2086 return true;
2310 2087
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2088 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); 2089 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2090
2321 else return 0; 2091 return false;
2322 } 2092}
2093
2094static int
2095save_life (object *op)
2096{
2097 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2098 return 0;
2324}
2325 2099
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) 2100 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2101 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2102 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2103 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2104 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2105
2338 if (op->contr) 2106 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2107 CLEAR_FLAG (op, FLAG_LIFESAVE);
2108
2343 if(op->stats.hp<0) 2109 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2110 op->stats.hp = op->stats.maxhp;
2111
2345 if(op->stats.food<0) 2112 if (op->stats.food < 0)
2346 op->stats.food = 999; 2113 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2114
2115 op->update_stats ();
2348 return 1; 2116 return 1;
2349 } 2117 }
2118
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2119 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2120 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2121 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2122 return 0;
2354} 2123}
2355 2124
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2125/* 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 2126 * 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 2127 * function will descend into containers. op is the object to start the search
2359 * from. 2128 * from.
2360 */ 2129 */
2130static void
2361void remove_unpaid_objects(object *op, object *env) 2131drop_unpaid_items (object *op, object *env)
2362{ 2132{
2363 object *next;
2364
2365 while (op) { 2133 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2134 {
2367 * we remove object 'op' 2135 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2136
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2137 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2138 op->insert_at (env);
2371 op->x = env->x; 2139 else if (op->inv)
2372 op->y = env->y; 2140 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 2141
2382 2142 op = next;
2383/*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2143 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2144}
2419 2145
2146void
2147object::drop_unpaid_items ()
2148{
2149 if (!flag [FLAG_REMOVED])
2150 ::drop_unpaid_items (inv, this);
2151}
2420 2152
2421 2153void
2422void do_some_living(object *op) { 2154do_some_living (object *op)
2155{
2423 int last_food=op->stats.food; 2156 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2157 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2158 int over_hp, over_sp, over_grace;
2426 int i; 2159 int i;
2427 int rate_hp = 1200; 2160 int rate_hp = 1200;
2428 int rate_sp = 2500; 2161 int rate_sp = 2500;
2429 int rate_grace = 2000; 2162 int rate_grace = 2000;
2430 const int max_hp = 1; 2163 const int max_hp = 1;
2431 const int max_sp = 1; 2164 const int max_sp = 1;
2432 const int max_grace = 1; 2165 const int max_grace = 1;
2433 2166
2434 if (op->contr->outputs_sync) { 2167 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2168 {
2436 if (op->contr->outputs[i].buf!=NULL && 2169 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2170 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2171 * depending on the value of invisible, so we need to
2172 * alternate it here for it to work correctly.
2173 */
2174 if (pticks & 2)
2175 op->invisible--;
2439 } 2176 }
2177 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2178 {
2179 if (!op->invisible--)
2180 {
2181 make_visible (op);
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2183 }
2184 }
2440 2185
2441 if(op->contr->state==ST_PLAYING) { 2186 if (op->contr->ns->state == ST_PLAYING)
2442 2187 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2188 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2189 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) 2190 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2191 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2192 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2193 {
2194 gen_hp = op->stats.maxhp;
2195 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2196 }
2197
2198 if (op->contr->gen_sp >= 0)
2199 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2200 else
2201 {
2202 gen_sp = op->stats.maxsp;
2203 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2204 }
2205
2206 if (op->contr->gen_grace >= 0)
2207 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2208 else
2209 {
2210 gen_grace = op->stats.maxgrace;
2211 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2212 }
2213
2214 /* Regenerate Grace */
2215 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2216 if (--op->last_grace < 0)
2217 {
2218 if (op->stats.grace < op->stats.maxgrace / 2)
2219 op->stats.grace++; /* no penalty in food for regaining grace */
2220
2221 if (max_grace > 1)
2222 {
2223 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2224 if (over_grace > 0)
2225 {
2226 op->stats.sp += over_grace
2227 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2228 op->last_grace = 0;
2229 }
2230 else
2231 {
2232 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2233 }
2234 }
2235 else
2236 {
2237 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2238 }
2239 /* wearing stuff doesn't detract from grace generation. */
2240 }
2241
2242 if (op->stats.food > 0)
2243 {
2244 /* Regenerate Spell Points */
2245 if (!op->contr->golem && --op->last_sp < 0)
2246 {
2247 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2248
2249 if (op->stats.sp < op->stats.maxsp)
2250 {
2251 op->stats.sp++;
2252
2253 /* dms do not consume food */
2254 if (!QUERY_FLAG (op, FLAG_WIZ))
2255 {
2256 op->stats.food--;
2257
2258 if (op->contr->digestion < 0)
2259 op->stats.food += op->contr->digestion;
2260 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2261 op->stats.food = last_food;
2262 }
2263 }
2264
2265 if (max_sp > 1)
2266 {
2267 over_sp = (gen_sp + 10) / rate_sp;
2268 if (over_sp > 0)
2269 {
2270 if (op->stats.sp < op->stats.maxsp)
2271 {
2272 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2273
2274 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2275 op->stats.sp--;
2276
2277 if (op->stats.sp > op->stats.maxsp)
2278 op->stats.sp = op->stats.maxsp;
2279 }
2280
2281 op->last_sp = 0;
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286 else
2287 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2288 }
2289
2290 /* Regenerate Hit Points */
2291 if (--op->last_heal < 0)
2292 {
2293 if (op->stats.hp < op->stats.maxhp)
2294 {
2295 op->stats.hp++;
2296
2297 /* dms do not consume food */
2298 if (!QUERY_FLAG (op, FLAG_WIZ))
2299 {
2300 op->stats.food--;
2301
2302 if (op->contr->digestion < 0)
2303 op->stats.food += op->contr->digestion;
2304 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2305 op->stats.food = last_food;
2306 }
2307 }
2308
2309 if (max_hp > 1)
2310 {
2311 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2312
2313 if (over_hp > 0)
2314 {
2315 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2316 op->last_heal = 0;
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2320 }
2321 else
2322 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2323 }
2324 }
2325
2326 /* Digestion */
2327 if (--op->last_eat < 0)
2328 {
2329 int bonus = max (0, op->contr->digestion),
2330 penalty = max (0, -op->contr->digestion);
2331
2332 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2333
2561 /* dms do not consume food */ 2334 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2335 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2336 op->stats.food--;
2564 } 2337 }
2565 2338
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2339 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2340 {
2341 object *flesh = 0;
2568 2342
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2343 for_inv_removable (op, tmp)
2344 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2345 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2346 continue;
2347
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2348 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."); 2349 {
2573 manual_apply(op,tmp,0); 2350 op->statusmsg ("You blindly grab for a bite of food. "
2351 "H<To prevent you from starving, you ate some random item from your backpack.>");
2352 op->apply (tmp);
2353
2574 if(op->stats.food>=0||op->stats.hp<0) 2354 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2355 break;
2576 } 2356 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2357 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2358 flesh = tmp;
2579 } /* end of for loop */ 2359 }
2360
2580 /* If player is still starving, it means they don't have any food, so 2361 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2362 * eat flesh instead.
2582 */ 2363 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2364 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."); 2365 {
2585 manual_apply(op,flesh,0); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2368 op->apply (flesh);
2369 }
2588 2370
2589 while(op->stats.food<0&&op->stats.hp>0) 2371 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2372 if (op->stats.food < 0)
2591 2373 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2374 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2375 }
2376
2377 if (op->stats.food < 0)
2378 {
2379 op->stats.hp += op->stats.food;
2380 op->stats.food = 0;
2381
2382 if (op->stats.hp < 0)
2383 {
2384 op->contr->killer = archetype::get ("killer_starvation");
2385 op->contr->killer->destroy ();
2386 }
2387 }
2388
2389 /* killer should be set here already */
2390 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2391 kill_player (op);
2392 }
2393}
2597 2394
2598/* If the player should die (lack of hp, food, etc), we call this. 2395/* 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 2396 * 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 2397 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2398 * file.
2602 */ 2399 */
2400void
2603void kill_player(object *op) 2401kill_player (object *op)
2604{ 2402{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2403 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2404 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; 2405 int will_kill_again;
2614 archetype *at; 2406 archetype *at;
2615 object *tmp; 2407 object *tmp;
2616 2408
2617 if(save_life(op)) 2409 if (save_life (op))
2618 return; 2410 return;
2619 2411
2412 dynbuf_text deathtab;
2620 2413
2414 /* restore player */
2415 at = archetype::find (shstr_poisoning);
2416 if (object *tmp = present_arch_in_ob (at, op))
2417 {
2418 tmp->destroy ();
2419 deathtab << "Your body feels cleansed...\r";
2420 }
2421
2422 at = archetype::find (shstr_confusion);
2423 if (object *tmp = present_arch_in_ob (at, op))
2424 {
2425 tmp->destroy ();
2426 deathtab << "Your mind feels clearer...\r";
2427 }
2428
2429 cure_disease (op, 0, 0); /* remove any disease */
2430
2431 max_it (op->stats.hp , op->stats.maxhp);
2432 max_it (op->stats.sp , op->stats.maxsp);
2433 max_it (op->stats.grace, op->stats.maxgrace);
2434 max_it (op->stats.food , 200);
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2447
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* 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. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2451 */
2625 if (op_on_battleground(op, &x, &y)) { 2452 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2453 {
2627 "You have been defeated in combat!"); 2454 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 2455
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 */ 2456 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2457 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2458
2655 { 2459 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2460 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2461 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2463 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2464 (int)op->level,
2661 op->contr->killer); 2465 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2466 );
2467 tmp->value = 0, tmp->type = 0;
2468 tmp->material = name_to_material (shstr_organic);
2469 tmp->insert_at (op, tmp);
2470
2669 /* teleport defeated player to new destination*/ 2471 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2472 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2473 op->contr->braced = 0;
2672 return;
2673 }
2674 2474
2475 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2476 return;
2477 }
2478
2479 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2480 deathtab << "T<YOU HAVE DIED>\n\n";
2481
2675 INVOKE_PLAYER (DEATH, op->contr); 2482 INVOKE_PLAYER (DEATH, op->contr);
2676 2483
2677 command_kill_pets (op, 0); 2484 command_kill_pets (op, 0);
2678 2485
2679 if(op->stats.food<0) { 2486 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 2487
2700 /* save the map location for corpse, gravestone*/ 2488 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2489 x = op->x;
2490 y = op->y;
2491 map = op->map;
2702 2492
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2493 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2494 * 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. 2495 * See the config.h file for a little more in depth detail about this.
2708 */ 2496 */
2709 2497
2710 /* Basically two ways to go - remove a stat permanently, or just 2498 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2499 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2500 * of death.
2713 */ 2501 */
2714#ifndef COZY_SERVER 2502#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2503 if (settings.balanced_stat_loss)
2504 {
2716 /* If stat loss is permanent, lose one stat only. */ 2505 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2506 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2507 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2508 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2509 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2510 little bit harder. */
2722 /* GD */ 2511 /* GD */
2723 if (settings.stat_loss_on_death) 2512 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2513 num_stats_lose = 1;
2725 else 2514 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2515 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2516 }
2517 else
2728 num_stats_lose = 1; 2518 num_stats_lose = 1;
2729 } 2519
2730 lost_a_stat = 0; 2520 lost_a_stat = 0;
2731 2521
2732 for (z=0; z<num_stats_lose; z++) { 2522 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2523 {
2524 i = rndm (NUM_STATS);
2734 2525
2735 if (settings.stat_loss_on_death) { 2526 if (settings.stat_loss_on_death)
2527 {
2736 /* Pick a random stat and take a point off it. Tell the player 2528 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2529 * what he lost.
2738 */ 2530 */
2739 change_attr_value(&(op->stats), i,-1); 2531 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2532 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2533 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2534 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2535 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2536 lost_a_stat = 1;
2745 } else { 2537 }
2538 else
2539 {
2746 /* deplete a stat */ 2540 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2541 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2542 object *dep;
2543
2544 dep = present_arch_in_ob (deparch, op);
2545 if (!dep)
2749 2546 {
2750 dep = present_arch_in_ob(deparch,op); 2547 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2548 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 2549 }
2783 if (lose_this_stat) { 2550 lose_this_stat = 1;
2551 if (settings.balanced_stat_loss)
2552 {
2553 /* GD */
2554 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2555 this_stat = get_attr_value (&(dep->stats), i);
2556 if (this_stat < 0)
2557 {
2558 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2559 int keep_chance = this_stat * this_stat;
2560
2561 /* Yes, I am paranoid. Sue me. */
2562 if (keep_chance < 1)
2563 keep_chance = 1;
2564
2565 /* There is a maximum depletion total per level. */
2566 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2567 {
2568 lose_this_stat = 0;
2569 /* Take loss chance vs keep chance to see if we
2570 retain the stat. */
2571 }
2572 else
2573 {
2574 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2575 lose_this_stat = 0;
2576 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2577 this_stat, keep_chance, loss_chance,
2578 lose_this_stat?"LOSE":"KEEP"); */
2579 }
2580 }
2581 }
2582
2583 if (lose_this_stat)
2584 {
2585 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2586 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2587 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2588 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2589 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2590 * difference.
2790 */ 2591 */
2791 if (this_stat>=-50) { 2592 if (this_stat >= -50)
2593 {
2792 change_attr_value(&(dep->stats), i, -1); 2594 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2595 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2596 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2597 op->update_stats ();
2796 lost_a_stat = 1; 2598 lost_a_stat = 1;
2797 } 2599 }
2798 } 2600 }
2601 }
2799 } 2602 }
2800 } 2603
2801 /* If no stat lost, tell the player. */ 2604 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2605 if (!lost_a_stat)
2803 { 2606 {
2804 /* determine_god() seems to not work sometimes... why is this? 2607 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2608 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2609 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2610
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2611 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2612 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2613 else
2811 else 2614 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 } 2615 }
2616#else
2617 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2618#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 2619
2819 /* Put a gravestone up where the character 'almost' died. List the 2620 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2621 * exp loss on the stone.
2821 */ 2622 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2623 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2624 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2625 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2626 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); 2627 &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; 2628 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2629 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2630
2836 /**************************************/ 2631 /**************************************/
2837 /* */ 2632 /* */
2838 /* Subtract the experience points, */ 2633 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2634 /* */
2842 /**************************************/ 2635 /**************************************/
2843 2636
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)); */ 2637 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2638 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 2639
2870 /* 2640 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2641 * 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 2642 * and put them back in the map.
2873 * in the map. 2643 */
2874 */ 2644 op->drop_unpaid_items ();
2875 2645
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 /****************************************/ 2646 /****************************************/
2885 /* */ 2647 /* */
2886 /* Move player to his current respawn- */ 2648 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2649 /* position (usually last savebed) */
2888 /* */ 2650 /* */
2889 /****************************************/ 2651 /****************************************/
2890 2652
2891 enter_player_savebed(op); 2653 enter_player_savebed (op);
2892 2654
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2655 op->contr->braced = 0;
2897 save_player(op,1);
2898 2656
2899 /* it is possible that the player has blown something up 2657 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2658 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2659 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2660 * on the space that might harm the player.
2903 */ 2661 */
2904 will_kill_again=0; 2662 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2664 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2665 will_kill_again |= tmp->attacktype;
2908 } 2666
2909 if (will_kill_again) { 2667 if (will_kill_again)
2668 {
2910 object *force; 2669 object *force;
2911 int at; 2670 int at;
2912 2671
2913 force=get_archetype(FORCE_NAME); 2672 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2673 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2674 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2675 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2676 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2677 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2678 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2679 force->resist[at] = 100;
2921 } 2680
2922 insert_ob_in_ob(force, op); 2681 insert_ob_in_ob (force, op);
2923 fix_player(op); 2682 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 } 2683 }
2982 }
2983 play_again(op);
2984 2684
2985 /* peterm: added to create a corpse at deathsite. */ 2685 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} 2686}
2999 2687
3000 2688static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2689loot_object (object *op)
2690{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2691 object *tmp, *tmp2, *next;
3003 2692
3004 if (op->container) { /* close open sack first */ 2693 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2694
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2695 for (tmp = op->inv; tmp; tmp = next)
2696 {
3009 next=tmp->below; 2697 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2698
3011 remove_ob(tmp); 2699 if (tmp->invisible)
2700 continue;
2701
2702 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2703 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2704
3014 loot_object(tmp); 2705 if (tmp->type == CONTAINER)
3015 } 2706 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2707
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2708 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2709 {
3018 if(tmp->nrof>1) { 2710 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2711 {
3020 free_object(tmp2); 2712 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2713 insert_ob_in_map (tmp, op->map, NULL, 0);
2714 }
2715 else
2716 tmp->destroy ();
2717 }
3022 } else 2718 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2719 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2720 }
3027} 2721}
3028 2722
3029/* 2723/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2724 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2725 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2726 * was changed.
3033 */ 2727 */
2728void
2729fix_weight ()
2730{
2731 for_all_players (pl)
2732 {
2733 sint32 old = pl->ob->carrying;
3034 2734
3035void fix_weight(void) { 2735 pl->ob->update_weight ();
3036 player *pl; 2736
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2737 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2738 {
3039 if(old == sum) 2739 pl->ob->update_stats ();
3040 continue; 2740 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2741 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2742 }
3045} 2743}
3046 2744
3047void fix_luck(void) { 2745void
3048 player *pl; 2746fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2747{
2748 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2749 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2750 pl->ob->change_luck (0);
3052} 2751}
3053
3054 2752
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2753/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2754 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2755 * just treat this as any other spell casting object.
3058 */ 2756 */
3059
3060void 2757void
3061cast_dust (object * op, object * throw_ob, int dir) 2758cast_dust (object *op, object *throw_ob, int dir)
3062{ 2759{
3063 object *skop, *spob; 2760 object *skop, *spob;
3064 2761
3065 skop = find_skill_by_name (op, throw_ob->skill); 2762 skop = find_skill_by_name (op, throw_ob->skill);
3066 2763
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2764 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2765 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2766 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2767 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2768 return;
3073 } 2769 }
3074 2770
3075 spob = throw_ob->inv; 2771 spob = throw_ob->inv;
3076 2772
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2773 // 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 2774 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2775 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2776 if (!spob)
3081 { 2777 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2778 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; 2779 return;
3085 } 2780 }
3086 2781
3087 if (op->type == PLAYER) 2782 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2783 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2784
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2785 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2786
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2787 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2788}
3096 2789
2790void
3097void make_visible (object *op) { 2791make_visible (object *op)
3098 op->hide = 0; 2792{
2793 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2794 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 2795
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) 2796 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2797 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2798 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2799 op->contr->invis_race = 0;
2800 }
2801
2802 update_object (op, UP_OBJ_CHANGE);
2803}
2804
2805int
2806is_true_undead (object *op)
2807{
2808 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2809 return 1;
2810
3116 return 0; 2811 return 0;
3117} 2812}
3118 2813
3119/* look at the surrounding terrain to determine 2814/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2815 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2816 * indicate greater hideability.
3122 */ 2817 */
3123 2818int
3124int hideability(object *ob) { 2819hideability (object *ob)
2820{
3125 int i,level=0, mflag; 2821 int i, level = 0, mflag;
3126 sint16 x,y; 2822 sint16 x, y;
3127 2823
3128 if(!ob||!ob->map) return 0; 2824 if (!ob || !ob->map)
2825 return 0;
3129 2826
3130 /* so, on normal lighted maps, its hard to hide */ 2827 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2828 level = ob->map->darklevel () - 2;
3132 2829
3133 /* this also picks up whether the object is glowing. 2830 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2831 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2832 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2833 if (ob->has_carried_lights ())
2834 level = -(10 + (2 * ob->map->darklevel ()));
3137 2835
3138 /* scan through all nearby squares for terrain to hide in */ 2836 /* 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]) { 2837 for (i = 0, x = ob->x, y = ob->y;
2838 i <= SIZEOFFREE1;
2839 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2840 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2841 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2842 if (mflag & P_OUT_OF_MAP)
2843 continue;
2844
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2845 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2846 level += 2;
3144 else /* open terrain! */ 2847 else /* open terrain! */
3145 level -= 1; 2848 level -= 1;
3146 } 2849 }
3147 2850
3148#if 0 2851#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2852 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2853#endif
3151 return level; 2854 return level;
3152} 2855}
3153 2856
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2857/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2858 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2859 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2860 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2861 */
3159 2862void
3160void do_hidden_move (object *op) { 2863do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2864{
3162 object *skop; 2865 int hide = 0;
3163 2866
3164 if(!op || !op->map) return; 2867 if (!op || !op->map)
2868 return;
3165 2869
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2870 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2871 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2872
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2873 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2874 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2875 if (!skop || num >= skop->level)
2876 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2877 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2878 make_visible (op);
3173 return; 2879 return;
3174 } else num += 20;
3175 } 2880 }
2881 else
2882 num += 20;
2883
3176 num += op->map->difficulty; 2884 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2885 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2886 num -= hide;
2887
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2888 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2889 {
3180 make_visible(op); 2890 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2891
3182 "You moved out of hiding! You are visible!"); 2892 if (op->type == PLAYER)
2893 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2894 }
3184 else if (op->type == PLAYER && skop) { 2895 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2896 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2897}
3188 2898
3189/* determine if who is standing near a hostile creature. */ 2899/* determine if who is standing near a hostile creature. */
3190 2900
2901int
3191int stand_near_hostile( object *who ) { 2902stand_near_hostile (object *who)
2903{
3192 object *tmp=NULL; 2904 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2905 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2906 maptile *m;
3195 sint16 x,y; 2907 sint16 x, y;
3196 2908
3197 if(!who) return 0; 2909 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; 2910 return 0;
2911
2912 if (who->type == PLAYER)
2913 player = 1;
2914
2915 else
2916 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2917
2918 /* search adjacent squares */
2919 for (i = 1; i < 9; i++)
2920 {
2921 x = who->x + freearr_x[i];
2922 y = who->y + freearr_y[i];
2923 m = who->map;
2924 mflags = get_map_flags (m, &m, x, y, &x, &y);
2925 /* space must be blocked if there is a monster. If not
2926 * blocked, don't need to check this space.
2927 */
2928 if (mflags & P_OUT_OF_MAP)
2929 continue;
2930 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2931 continue;
2932
2933 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2934 {
2935 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2936 return 1;
2937 else if (tmp->type == PLAYER)
2938 {
2939 /*don't let a hidden DM prevent you from hiding */
2940 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2941 return 1;
2942 }
2943 }
2944 }
2945 return 0;
3227} 2946}
3228 2947
3229/* check the player los field for viewability of the 2948/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2949 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2950 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2951 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2952 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2953 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2954 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2955 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2956 * 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. 2957 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2958 * -b.t.
3240 * This function is now map tiling safe. 2959 * This function is now map tiling safe.
3241 */ 2960 */
3242 2961int
3243int player_can_view (object *pl,object *op) { 2962player_can_view (object *pl, object *op)
2963{
3244 rv_vector rv; 2964 rv_vector rv;
3245 int dx,dy; 2965 int dx, dy;
3246 2966
3247 if(pl->type!=PLAYER) { 2967 if (pl->type != PLAYER)
2968 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2969 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; 2970 return -1;
3274 op = op->more;
3275 } 2971 }
2972
2973 if (!pl || !op)
3276 return 0; 2974 return 0;
3277}
3278 2975
3279/* routine for both players and monsters. We call this when 2976 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2977
3281 * place or invisiblity spell. Artefact invisiblity is not 2978 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2979
3283 * return 0. 2980 /* starting with the 'head' part, lets loop
2981 * through the object and find if it has any
2982 * part that is in the los array but isn't on
2983 * a blocked los square.
2984 * we use the archetype to figure out offsets.
3284 */ 2985 */
3285int action_makes_visible (object *op) { 2986 while (op)
2987 {
2988 dx = rv.distance_x + op->arch->x;
2989 dy = rv.distance_y + op->arch->y;
3286 2990
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2991 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 2992 return 1;
3297 } 2993
2994 op = op->more;
3298 } 2995 }
2996
3299 return 0; 2997 return 0;
3300} 2998}
3301 2999
3302/* op_on_battleground - checks if the given object op (usually 3000/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3001 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3002 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3003 * -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 3004 * 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 3005 * 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 3006 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3007 */
3008int
3310int op_on_battleground (object *op, int *x, int *y) { 3009op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3010{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3011 /* 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), 3012 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3013 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3014 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3015 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3016 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3017 for (object *tmp = op->below; tmp; tmp = tmp->below)
3018 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3019 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3020 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3021 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3022 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3023 && tmp->name == shstr_battleground
3024 && EXIT_X (tmp) && EXIT_Y (tmp))
3025 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3026 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3027 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3028 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3029 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3030 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3031 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3032 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3033
3034 return 1;
3035 }
3036
3037 if (x && y)
3038 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3039
3332 return 1; 3040 return 1;
3333 } 3041 }
3334 } 3042 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3043 }
3340 } 3044
3341 }
3342 /* If we got here, did not find a battleground */ 3045 /* If we got here, did not find a battleground */
3343 return 0; 3046 return 0;
3344} 3047}
3345 3048
3346/* 3049/*
3350 * attributes: 3053 * attributes:
3351 * object *who the dragon player 3054 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3055 * int atnr the attack-number of the ability focus
3353 * int level ability level 3056 * int level ability level
3354 */ 3057 */
3058void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3059dragon_ability_gain (object *who, int atnr, int level)
3060{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3061 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3062 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3063 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3064 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3065 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3066 int i = 0, j = 0;
3362 3067
3363 /* get the appropriate treasurelist */ 3068 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3069 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3070 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3071 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3072 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3073 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3074 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3075 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3076 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3077
3373 if (trlist == NULL || who->type != PLAYER) 3078 if (trlist == NULL || who->type != PLAYER)
3374 return; 3079 return;
3375 3080
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3081 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3082
3378 3083 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3084 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3085 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3086 return;
3382 } 3087 }
3383 3088
3384 /* everything seems okay - now bring on the gift: */ 3089 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3090 item = tr->item;
3386 3091
3387 if (item->type == SPELL) { 3092 if (item->type == SPELL)
3093 {
3388 if (check_spell_known (who, item->name)) 3094 if (check_spell_known (who, item->name))
3389 return; 3095 return;
3390 3096
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3097 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); 3098 do_learn_spell (who, item, 0);
3393 return; 3099 return;
3394 } 3100 }
3395 3101
3396 /* grant direct spell */ 3102 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3103 if (item->type == SPELLBOOK)
3104 {
3398 if (!item->inv) { 3105 if (!item->inv)
3106 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3107 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3108 return;
3402 } 3109 }
3403 if (check_spell_known (who, item->inv->name)) 3110 if (check_spell_known (who, item->inv->name))
3404 return; 3111 return;
3405 if (item->invisible) { 3112 if (item->invisible)
3113 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3114 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); 3115 do_learn_spell (who, item->inv, 0);
3408 return; 3116 return;
3409 } 3117 }
3410 } 3118 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3119 else if (item->type == SKILL_TOOL && item->invisible)
3120 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3121 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3122 {
3413 3123
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3124 /* 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 3125 * 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, 3126 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3127 * but not all of them, he gets nothing.
3418 */ 3128 */
3419 if (!(skop->attacktype & item->attacktype)) { 3129 if (!(skop->attacktype & item->attacktype))
3130 {
3420 /* Give new attacktype */ 3131 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3132 skop->attacktype |= item->attacktype;
3422 3133
3423 /* always add physical if there's none */ 3134 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3135 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3136
3429 /* Give player new face */ 3137 if (item->msg != NULL)
3430 if (item->animation_id) {
3431 who->face = skop->face;
3432 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0;
3435 who->state = 0;
3436 animate_object(who, who->direction);
3437 }
3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */
3443 object *skin;
3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below);
3447 if (skin == NULL) return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) {
3457 if (j)
3458 strcat(buf," and ");
3459 else
3460 j = 1;
3461 strcat(buf, spellpathnames[i]);
3462 }
3463 }
3464 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 }
3467
3468 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475
3476 /* print message if there is one */
3477 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3138 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else {
3481 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 }
3488}
3489 3139
3490/** 3140 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3141 if (item->animation_id)
3492 * not readied. 3142 {
3493 */ 3143 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3144 who->animation_id = item->animation_id;
3495 rangetype i; 3145 who->anim_speed = item->anim_speed;
3496 3146 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3147 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3148 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3149 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3150 }
3503 } 3151 }
3504 } 3152 }
3153 else if (item->type == FORCE)
3154 {
3155 /* forces in the treasurelist can alter the player's stats */
3156 object *skin;
3157
3158 /* first get the dragon skin force */
3159 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3160 ;
3161
3162 if (!skin)
3163 return;
3164
3165 /* adding new spellpath attunements */
3166 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3167 {
3168 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3169
3170 /* print message */
3171 sprintf (buf, "You feel attuned to ");
3172 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3173 {
3174 if (item->path_attuned & (1 << i))
3175 {
3176 if (j)
3177 strcat (buf, " and ");
3178 else
3179 j = 1;
3180 strcat (buf, spellpathnames[i]);
3181 }
3182 }
3183
3184 strcat (buf, ".");
3185 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3186 }
3187
3188 /* evtl. adding flags: */
3189 if (QUERY_FLAG (item, FLAG_XRAYS))
3190 SET_FLAG (skin, FLAG_XRAYS);
3191 if (QUERY_FLAG (item, FLAG_STEALTH))
3192 SET_FLAG (skin, FLAG_STEALTH);
3193 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3194 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3195
3196 /* print message if there is one */
3197 if (item->msg != NULL)
3198 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3199 }
3200 else
3201 {
3202 /* generate misc. treasure */
3203 tmp = tr->item->instance ();
3204 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3205 who->insert (tmp);
3206 }
3505} 3207}
3208
3209//-GPL
3210
3211sint8
3212player::darkness_at (maptile *map, int x, int y) const
3213{
3214 if (!ns)
3215 return LOS_BLOCKED;
3216
3217 int dx, dy;
3218 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3219 return LOS_BLOCKED;
3220
3221 x += dx - ns->current_x;
3222 y += dy - ns->current_y;
3223
3224 return blocked_los (x, y);
3225}
3226
3227void
3228player::infobox (const char *title, const char *msg, int color)
3229{
3230 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3231}
3232
3233void
3234player::statusmsg (const char *msg, int color)
3235{
3236 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3237}
3238
3239void
3240player::failmsg (const char *msg, int color)
3241{
3242 play_sound (sound_find ("generic_failure"));
3243 statusmsg (msg, color);
3244}
3245

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