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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 1.293 by root, Mon Nov 26 15:12:16 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset (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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
235 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 211 * we deal with that below this point.
237 */ 212 */
238 p->party=NULL; 213 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 216
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
249
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 */
258 218
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 219 gen_sp_armour = 10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal; 220 bowtype = bow_normal;
267 p->petmode=pet_normal; 221 petmode = pet_normal;
268 p->listening=10;
269 p->usekeys=containers; 222 usekeys = containers;
270 p->last_weapon_sp= -1; 223 peaceful = 1; /* default peaceful */
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1; 224 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 225
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 226 weapon_sp = 1.0f;
277 p->title[sizeof(p->title)-1] = '\0'; 227 weapon_sp_left = 0.5f;
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} 228}
301 229
302 230void
303/* This loads the first map an puts the player on it. */ 231player::do_destroy ()
304static void set_first_map(object *op)
305{ 232{
306 strcpy(op->contr->maplevel, first_map_path); 233 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 234
312/* Tries to add player on the connection passwd in ns. 235 attachable::do_destroy ();
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316 236
317int add_player(NewSocket *ns) { 237 if (ob)
318 player *p; 238 ob->destroy ();
319 239
320 p=get_player(NULL); 240 ob = observe = viewpoint = 0;
321 p->socket = *ns; 241}
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);
332 242
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 243player::~player ()
334 add_friendly_object(p->ob); 244{
335 send_rules(p->ob); 245 /* Clear item stack */
336 send_news(p->ob); 246 free (stack_items);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 247}
341 248
342/* 249/*
343 * get_player_archetype() return next player archetype from archetype 250 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 251 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 252 * Note: there MUST be at least one player archetype!
346 */ 253 */
254static archetype *
347archetype *get_player_archetype(archetype* at) 255get_player_archetype (archetype *at)
348{ 256{
349 archetype *start = at; 257 // archetypes could have been reloaded
350 for (;;) { 258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 259
352 at=first_archetype; 260 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 261 return at;
357 if (at == start) { 262
358 LOG (llevError, "No Player archetypes\n"); 263 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 264
360 } 265 for (;;)
361 } 266 {
362} 267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
363 271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275}
364 276
277/* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281player *
282player::create ()
283{
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295}
296
297object *
365object *get_nearest_player(object *mon) { 298get_nearest_player (object *mon)
299{
366 object *op = NULL; 300 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 301 objectlink *ol;
369 unsigned lastdist; 302 unsigned lastdist;
370 rv_vector rv; 303 rv_vector rv;
371 304
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 306 {
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)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 308 continue;
399 309
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) { 310 if (lastdist > rv.distance)
409 op=pl->ob; 311 {
312 op = ol->ob;
410 lastdist=rv.distance; 313 lastdist = rv.distance;
314 }
411 } 315 }
412 } 316
413 } 317 for_all_players (pl)
318 if (can_detect_enemy (mon, pl->ob, &rv))
319 if (lastdist > rv.distance)
320 {
321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
414#if 0 325#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 327#endif
417 return op; 328 return op;
418} 329}
419 330
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 331/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 332 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 333 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 347 * 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 348 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 349 * is probably not a good thing.
439 */ 350 */
440#define MAX_SPACES 50 351#define MAX_SPACES 50
441
442 352
443/* 353/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 354 * 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 355 * 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 356 * 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. 369 * 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, 370 * 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 371 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 372 * is blocking itself.
463 */ 373 */
374int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 375path_to_player (object *mon, object *pl, unsigned mindiff)
376{
465 rv_vector rv; 377 rv_vector rv;
466 sint16 x,y; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 379
470 get_rangevector(mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
471 381
472 if (rv.distance<mindiff) return 0; 382 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; 383 return 0;
725}
726 384
727void confirm_password(object *op) { 385 mapxy pos (mon);
386 dir = rv.direction;
387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 389
729 op->contr->write_buf[0]='\0'; 390 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 391 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 392 return 0;
732}
733 393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503}
504
505void
506give_initial_items (object *pl, treasurelist *items)
507{
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by multiple treasurelists specifying the same skills.
542 */
543 if (op->type == SKILL)
544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 break;
550 }
551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
556 if (op->type == SPELLBOOK && op->inv)
557 op->inv->clr_flag (FLAG_STARTEQUIP);
558
559 /* Give starting characters identified, uncursed, and undamned
560 * items. Just don't identify gold or silver, or it won't be
561 * merged properly.
562 */
563 if (op->need_identify ())
564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
570 if (op->type == SPELL)
571 {
572 op->destroy ();
573 continue;
574 }
575 else if (op->type == SKILL)
576 {
577 op->set_flag (FLAG_CAN_USE_SKILL);
578 op->stats.exp = 0;
579 op->level = 1;
580 }
581 else /* lock all 'normal items by default */
582 op->set_flag (FLAG_INV_LOCKED);
583 } /* for loop of objects in player inv */
584
585 /* Need to set up the skill pointers */
586 pl->contr->link_skills ();
587}
588
589void
734void get_party_password(object *op, partylist *party) { 590get_party_password (object *op, partylist *party)
591{
735 if (party == NULL) { 592 if (party == NULL)
593 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 595 return;
738 } 596 }
597
739 op->contr->write_buf[0]='\0'; 598 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 600 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 602}
744
745 603
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 604/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 605static int
606roll_stat ()
607{
748 int a[4],i,j,k; 608 int a[4], i, j, k;
749 609
750 for(i=0;i<4;i++) 610 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 611 a[i] = rndm (1, 6);
752 612
753 for(i=0,j=0,k=7;i<4;i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 614 if (a[i] < k)
755 k=a[i],j=i; 615 k = a[i], j = i;
756 616
757 for(i=0,k=0;i<4;i++) { 617 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 618 if (i != j)
759 k+=a[i]; 619 k += a[i];
760 } 620
761 return k; 621 return k;
762} 622}
763 623
764void roll_stats(object *op) { 624void
625object::roll_stats ()
626{
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
765 int sum=0; 631 int sum = 0;
766 int i = 0, j = 0; 632 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 633 sum += statsort [i] = roll_stat ();
768 634
769 do { 635 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 636 break;
771 op->stats.Dex=roll_stat(); 637 }
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);
781 638
782 /* Sort the stats so that rerolling is easier... */ 639 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 640 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;
790 641
791 /* a quick and dirty bubblesort? */ 642 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]; 643 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];
810 644
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; 645 stats.exp = 0;
822 op->stats.ac=0; 646 stats.ac = 0;
823 647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
824 op->contr->levhp[1] = 9; 654 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 655 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 656 contr->levgrace[1] = 3;
827 657
828 fix_player(op); 658 contr->orig_stats = stats;
659 }
660}
661
662void
663object::swap_stats (int a, int b)
664{
665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
666
667 for (int i = 0; i < NUM_STATS; ++i)
668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
829 op->stats.hp = op->stats.maxhp; 678 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 679 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
832 op->contr->orig_stats=op->stats; 688 contr->orig_stats = stats;
689 }
833} 690}
834 691
835void Roll_Again(object *op) 692static void
693start_info (object *op)
836{ 694{
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]; 695 char buf[MAX_BUF];
845 696
846 if ( op->contr->Swap_First == -1 ) { 697 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); 698 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} 699}
954 700
955/* This function takes the key that is passed, and does the 701/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 702 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 703 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 704 * separate race and class; this actually changes the RACE,
959 * not the class. 705 * not the class.
960 */ 706 */
961 707void
962int key_change_class(object *op, char key) 708player::chargen_race_done ()
963{ 709{
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 */ 710 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 711 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
978 INVOKE_PLAYER (BIRTH, op->contr); 717 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr);
980 718
981 op->contr->state=ST_PLAYING; 719 ob->contr->ns->state = ST_PLAYING;
982 720
983 if (op->msg) { 721 if (ob->msg)
984 free_string(op->msg); 722 ob->msg = 0;
985 op->msg=NULL;
986 }
987 723
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); 724 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 725 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 726 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 727 esrv_send_inventory (ob, ob);
1002 fix_player(op); 728 ob->update_stats ();
1003 729
1004 /* This moves the player to a different start map, if there 730 /* This moves the player to a different start map, if there
1005 * is one for this race 731 * is one for this race
1006 */ 732 */
1007 if(*first_map_ext_path) { 733 if (*first_map_ext_path)
1008 object *tmp; 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 735 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"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 737}
1024 return 0;
1025 }
1026 738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756}
757
758void
759player::chargen_race_next ()
760{
1027 /* Following actually changes the race - this is the default command 761 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 762 * if we don't match with one of the options above.
1029 */ 763 */
1030 764
1031 tmp_loop = 0; 765 do
1032 while(!tmp_loop) { 766 {
1033 const char *name = add_string (op->name); 767 shstr name = ob->name;
1034 int x = op->x, y = op->y; 768 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 769
1036 remove_ob (op); 770 ob->remove_statbonus ();
771 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 772 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 773 ob->arch->copy_to (ob);
1039 op->instantiate (); 774 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 775 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 776 ob->name = ob->name_pl = name;
1042 op->name = name; 777 ob->x = x;
1043 free_string(op->name_pl); 778 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 779 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 780 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 781 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 782 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 783 }
784 while (!allowed_class (ob));
785
1056 update_object(op,UP_OBJ_FACE); 786 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 787 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 788 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 789 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 790 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 791 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 792}
1067 793
1068int key_confirm_quit(object *op, char key) 794static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 795flee_player (object *op)
796{
1114 int dir,diff; 797 int dir, diff;
1115 rv_vector rv; 798 rv_vector rv;
1116 799
1117 if(op->stats.hp < 0) { 800 if (op->stats.hp < 0)
801 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 802 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 803 op->clr_flag (FLAG_SCARED);
1120 return; 804 return;
805 }
806
807 if (!op->enemy)
1121 } 808 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 809 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 810 op->clr_flag (FLAG_SCARED);
1126 return; 811 return;
1127 } 812 }
1128 813
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 } 815 {
816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
818 return;
819 }
820
1144 get_rangevector(op, op->enemy, &rv, 0); 821 get_rangevector (op, op->enemy, &rv, 0);
1145 822
1146 dir=absdir(4+rv.direction); 823 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 824 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 825 {
826 int m = 1 - rndm (2) * 2;
827
828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
829 return;
830 }
831
1154 /* Cornered, get rid of scared */ 832 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 833 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 834 op->enemy = NULL;
1157} 835}
1158
1159 836
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 837/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 838 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 839 * stop.
1163 */ 840 */
841int
1164int check_pick(object *op) { 842check_pick (object *op)
843{
1165 object *tmp, *next; 844 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 845 int stop = 0;
1168 int j, k, wvratio; 846 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 847
1171
1172 /* if you're flying, you cna't pick up anything */ 848 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 849 if (op->move_type & MOVE_FLYING)
1174 return 1; 850 return 1;
1175 851
1176 op_tag = op->count;
1177
1178 next = op->below; 852 next = op->below;
1179 if (next) 853
1180 next_tag = next->count; 854 int cnt = MAX_ITEM_PER_ACTION;
855#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 856
1182 /* loop while there are items on the floor that are not marked as 857 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 858 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 859 while (next && !next->destroyed ())
1185 { 860 {
1186 tmp = next; 861 tmp = next;
1187 next = tmp->below; 862 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 863
1191 if (was_destroyed (op, op_tag)) 864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
870 if (op->destroyed ())
1192 return 0; 871 return 0;
1193 872
1194 if ( ! can_pick (op, tmp)) 873 if (!can_pick (op, tmp))
1195 continue; 874 continue;
1196 875
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 877 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 878 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 879 CHK_PICK_PICKUP;
880
1201 continue; 881 continue;
1202 } 882 }
1203 883
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 884 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 885 if (op->contr->mode & PU_DEBUG)
1241 { 886 {
1242 /* some debugging code to figure out item information */ 887 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 888 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 889 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 891 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 893
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 894 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
1281 /* philosophy: 903 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 904 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 905 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 906 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 907 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 908 * example.
1287 * The drawback: right now it has no frontend, so you need to 909 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 910 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 911 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 914 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 915 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 916 * meaning if any test passes, the item gets picked up. */
1295 917
1296 /* if mode is set to pick nothing up, return */ 918 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 919 if (op->contr->mode == PU_NOTHING)
920 return 1;
1299 921
1300 /* if mode is set to stop when encountering objects, return */ 922 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 923 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 924 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 925 if (op->contr->mode & PU_STOP)
926 return 0;
1305 927
1306 /* useful for going into stores and not losing your settings... */ 928 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 929 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 930 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
1310 933
1311 /* prevent us from turning into auto-thieves :) */ 934 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 935 if (tmp->flag [FLAG_UNPAID])
936 continue;
1313 937
1314 /* ignore known cursed objects */ 938 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
1316 941
1317 /* all food and drink if desired */ 942 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 943 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 944 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 945 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
1322 if(op->contr->mode & PU_DRINK) 951 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
1325 957
1326 if(op->contr->mode & PU_POTION) 958 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 959 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
1329 964
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 965 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 966 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 967 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
1334 if(op->contr->mode & PU_SKILLSCROLL) 973 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 974 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
1337 if(op->contr->mode & PU_READABLES) 980 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
1340 986
1341 /* wands/staves/rods/horns */ 987 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 988 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 989 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1345 997
1346 /* pick up all magical items */ 998 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1350 1006
1351 if(op->contr->mode & PU_VALUABLES) 1007 if (op->contr->mode & PU_VALUABLES)
1352 { 1008 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1009 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1355 } 1014 }
1356 1015
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1016 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1017 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1018 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 /* we don't forget dragon food */
1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1361 1034
1362 /* bows and arrows. Bows are good for selling! */ 1035 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1036 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1037 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1366 if(op->contr->mode & PU_ARROW) 1043 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1044 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1369 1049
1370 /* all kinds of armor etc. */ 1050 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1051 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1052 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1374 if(op->contr->mode & PU_HELMET) 1058 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1059 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1377 if(op->contr->mode & PU_SHIELD) 1065 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1066 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1380 if(op->contr->mode & PU_BOOTS) 1072 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1073 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1383 if(op->contr->mode & PU_GLOVES) 1079 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1386 if(op->contr->mode & PU_CLOAK) 1086 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1087 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1389 1092
1390 /* hoping to catch throwing daggers here */ 1093 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1094 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1394 1100
1395 /* careful: chairs and tables are weapons! */ 1101 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1102 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1103 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1104 if (tmp->type == WEAPON)
1399 { 1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1106 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1107 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1108 continue;
1403 } 1109 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1110 }
1411 1111
1412 /* misc stuff that's useful */ 1112 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1113 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1416 1119
1417 /* any of the last 4 bits set means we use the ratio for value 1120 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1121 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1122 if (op->contr->mode & PU_RATIO)
1420 { 1123 {
1421 /* use value density to decide what else to grab */ 1124 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1125 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1127 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1128 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1130 {
1428 pick_up(op, tmp);
1429#if 0 1131#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1133 if (tmp->name != NULL)
1134 {
1432 fprintf(stderr,"%s", tmp->name); 1135 fprintf (stderr, "%s", tmp->name);
1433 } 1136 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1137 else
1138 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1139 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1141#endif
1438 continue; 1142 CHK_PICK_PICKUP;
1439 } 1143 continue;
1144 }
1145 } /* the new pickup model */
1440 } 1146 }
1441 } /* the new pickup model */ 1147
1442 }
1443 return ! stop; 1148 return !stop;
1149}
1150
1151/* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157static int
1158action_makes_visible (object *op)
1159{
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1444} 1184}
1445 1185
1446/* 1186/*
1447 * Find an arrow in the inventory and after that 1187 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1188 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1189 * found object is returned.
1450 */ 1190 */
1191static object *
1451object *find_arrow(object *op, const char *type) 1192find_arrow (object *op, const char *type)
1452{ 1193{
1453 object *tmp = NULL; 1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1454 1197
1455 for(op=op->inv; op; op=op->below) 1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1200 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1201 {
1459 else if (op->type==ARROW && op->race==type) 1202 splay (tmp);
1203 return arrow;
1204 }
1205
1460 return op; 1206 return 0;
1461 return tmp;
1462} 1207}
1463 1208
1464/* 1209/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1211 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1212 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1214 */
1470 1215static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1216find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1217{
1473 object *tmp = NULL, *arrow, *ntmp; 1218 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1219 int attacknum, attacktype, betterby = 0, i;
1475 1220
1476 if (!type) 1221 if (!type)
1477 return NULL; 1222 return NULL;
1478 1223
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1225 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1227 {
1228 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1484 if (i > betterby) { 1231 if (i > betterby)
1485 tmp = ntmp; 1232 {
1486 betterby = i; 1233 tmp = ntmp;
1487 } 1234 betterby = i;
1235 }
1236 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1489 /* allways prefer assasination/slaying */ 1239 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1240 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1241 {
1492 if (arrow->attacktype & AT_DEATH) { 1242 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1243 {
1494 return arrow; 1244 *better = 100;
1495 } else { 1245 return arrow;
1496 tmp = arrow; 1246 }
1247 else
1248 {
1249 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1251 }
1499 } else { 1252 }
1253 else
1254 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1256 {
1501 attacktype = 1<<attacknum; 1257 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1260 {
1261 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1263 }
1507 } 1264 }
1265
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1267 {
1268 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1270 }
1271
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1273 {
1274 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1276 }
1277 }
1278 }
1516 } 1279 }
1517 } 1280
1518 }
1519 if (tmp == NULL && arrow == NULL) 1281 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1282 return find_arrow (op, type);
1521 1283
1522 *better = betterby; 1284 *better = betterby;
1523 return tmp; 1285 return tmp;
1524} 1286}
1525 1287
1526/* looks in a given direction, finds the first valid target, and calls 1288/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1289 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1290 * op = the shooter
1529 * type = bow->race 1291 * type = bow->race
1530 * dir = fire direction 1292 * dir = fire direction
1531 */ 1293 */
1532 1294static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1295pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1296{
1535 object *tmp = NULL; 1297 object *tmp = NULL;
1536 mapstruct *m; 1298 maptile *m;
1537 int i, mflags, found, number; 1299 int i, mflags, found, number;
1538 sint16 x, y; 1300 sint16 x, y;
1539 1301
1540 if (op->map == NULL) 1302 if (op->map == NULL)
1541 return find_arrow(op, type); 1303 return find_arrow (op, type);
1542 1304
1543 /* do a dex check */ 1305 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1308 return find_arrow (op, type);
1547 1309
1548 m = op->map; 1310 m = op->map;
1549 x = op->x; 1311 x = op->x;
1550 y = op->y; 1312 y = op->y;
1551 1313
1552 /* find the first target */ 1314 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1554 x += freearr_x[dir]; 1317 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1318 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1322 {
1559 break; 1323 tmp = 0;
1324 break;
1325 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1327 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1329 * perhaps a bad assumption.
1563 */ 1330 */
1564 tmp = NULL; 1331 tmp = 0;
1565 break; 1332 break;
1566 } 1333 }
1334
1567 if (mflags & P_IS_ALIVE) { 1335 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1337 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1338 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1339 }
1577 if (tmp == NULL) 1340
1341 if (!tmp)
1578 return find_arrow(op, type); 1342 return find_arrow (op, type);
1579 1343
1580 if (tmp->head) 1344 if (tmp->head)
1581 tmp = tmp->head; 1345 tmp = tmp->head;
1582 1346
1583 return find_better_arrow(op, tmp, type, &i); 1347 return find_better_arrow (op, tmp, type, &i);
1584} 1348}
1585 1349
1586/* 1350/*
1587 * Creature fires a bow - op can be monster or player. Returns 1351 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1352 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1355 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1356 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1357 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1358 * player fire modes.
1595 */ 1359 */
1360int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1361fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1362{
1599 object *left, *bow; 1363 object *left, *bow;
1600 tag_t left_tag, tag; 1364 int mflags;
1601 int bowspeed, mflags; 1365 maptile *m;
1602 mapstruct *m;
1603 1366
1604 if (!dir) { 1367 if (!dir)
1368 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1607 } 1376 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1377 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1379 * don't need to switch back and forth between bows and weapons.
1614 */ 1380 */
1615 if(bow->type==BOW) 1381 if (bow->type == BOW)
1616 break; 1382 break;
1617 1383
1618 if (!bow) { 1384 if (!bow)
1385 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1387 return 0;
1621 } 1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1622 } 1392 }
1393
1623 if( !bow->race || !bow->skill) { 1394 if (!bow->race || !bow->skill)
1395 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1397 return 0;
1626 } 1398 }
1627 1399
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1400 if (arrow == NULL)
1401 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1638 if (op->type == PLAYER) 1404 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1407 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1408 op->clr_flag (FLAG_READY_BOW);
1409
1644 return 0; 1410 return 0;
1645 } 1411 }
1646 } 1412 }
1413
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1415 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1416 return 0;
1650 } 1417
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1421 return 0;
1654 } 1422 }
1655 1423
1656 /* this should not happen, but sometimes does */ 1424 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1425 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1429 return 0;
1430 }
1662 1431
1663 left = arrow; /* these are arrows left to the player */ 1432 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1433 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1434 if (!arrow)
1666 if (arrow == NULL) { 1435 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1437 return 0;
1669 return 0;
1670 } 1438 }
1671 set_owner(arrow, op); 1439
1672 if (arrow->skill) free_string(arrow->skill); 1440 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1441 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1442 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1443
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1445 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1446 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1447 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1448
1691 /* Note that this was different for monsters - they got their level 1449#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1450 if (player *pl = op->contr)
1693 */
1694 1451 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1452 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462#endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1699 /* update the speed */ 1466 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1467
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1709 1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1710 if (op->type == PLAYER) { 1476 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1477 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1479 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1721 arrow->level = op->level; 1488 arrow->level = op->level;
1722 } 1489 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1724 arrow->attacktype |= bow->attacktype; 1494 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1495 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1496
1728 arrow->map = m; 1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1503
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1504 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1505 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1506
1736 if (!was_destroyed(arrow, tag)) 1507 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1508 move_arrow (arrow);
1738 1509
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; 1510 return 1;
1746} 1511}
1747 1512
1748/* Special fire code for players - this takes into 1513/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1514 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1515 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1516 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1517 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1518 * hence the function name.
1754 */ 1519 */
1520static int
1755int player_fire_bow(object *op, int dir) 1521player_fire_bow (object *op, int dir)
1756{ 1522{
1757 int ret=0, wcmod=0; 1523 int ret;
1758 1524
1759 if (op->contr->bowtype == bow_bestarrow) { 1525 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1526 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1527 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); 1528 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1529 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1530 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1531 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, 1532 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1533 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1534 else if (op->contr->bowtype == bow_threewide)
1535 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1536 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)]); 1537 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)]); 1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1539 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1540 else if (op->contr->bowtype == bow_spreadshot)
1541 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1542 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); 1543 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); 1544 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1545 }
1777 } else { 1546 else
1547 {
1778 /* Simple case */ 1548 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1550 }
1551
1781 return ret; 1552 return ret;
1782} 1553}
1783
1784 1554
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1555/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1556 * Broken apart from 'fire' to keep it more readable.
1787 */ 1557 */
1558static void
1788void fire_misc_object(object *op, int dir) 1559fire_misc_object (object *op, int dir)
1789{ 1560{
1790 object *item; 1561 object *item = op->contr->ranged_ob;
1791 1562
1792 if (!op->contr->ranges[range_misc]) { 1563 if (!item)
1564 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1566 return;
1795 } 1567 }
1796 1568
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1569 if (!item->inv)
1570 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1571 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1572 return;
1801 } 1573 }
1802 if (item->type == WAND) { 1574
1803 if(item->stats.food<=0) { 1575 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; 1576 return;
1807 } 1577
1578 if (item->type == WAND)
1579 {
1580 if (item->stats.food <= 0)
1581 {
1582 op->contr->play_sound (sound_find ("wand_poof"));
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1584
1585 return;
1586 }
1587 }
1588 else if (item->type == ROD || item->type == HORN)
1589 {
1590 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1591
1592 // using the maximum of the rods charge allows at least one spell cast
1593 // for a rod or horn, this fixes some broken rods.
1594 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597
1598 if (item->type == ROD)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1600 else
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1602
1603 return;
1604 }
1605 }
1606
1607 if (cast_spell (op, item, dir, item->inv, NULL))
1608 {
1609 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1610
1611 if (item->type == WAND)
1612 {
1613 if (!(--item->stats.food))
1614 {
1615 if (item->arch)
1616 {
1617 item->clr_flag (FLAG_ANIMATE);
1618 item->face = item->arch->face;
1619 item->set_speed (0);
1620 }
1621
1622 if (object *pl = item->visible_to ())
1623 esrv_update_item (UPD_ANIM, pl, item);
1624 }
1625 }
1808 } else if (item->type == ROD || item->type==HORN) { 1626 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); 1627 drain_rod_charge (item);
1838 }
1839 } 1628 }
1840} 1629}
1841 1630
1842/* Received a fire command for the player - go and do it. 1631/* Received a fire command for the player - go and do it.
1843 */ 1632 */
1633bool
1844void fire(object *op,int dir) { 1634fire (object *who, int dir)
1635{
1845 int spellcost=0; 1636 int spellcost = 0;
1846 1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1847 /* check for loss of invisiblity/hide */ 1659 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1660 if (action_makes_visible (who))
1661 make_visible (who);
1849 1662
1850 switch(op->contr->shoottype) { 1663 switch (ob->type)
1851 case range_none: 1664 {
1852 return; 1665 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1666 player_fire_bow (who, dir);
1856 return; 1667 break;
1857 1668
1858 case range_magic: /* Casting spells */ 1669 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1671 break;
1861 1672
1862 case range_misc: 1673 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 ); 1674 apply_map_builder (who, dir);
1675 break;
1676
1677 case SKILL:
1678 do_skill (who, who, ob, dir, 0);
1679 break;
1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1685 default:
1686 fire_misc_object (who, dir);
1687 break;
1688 }
1689
1690 return true;
1691}
1692
1693static object *
1694find_key_ (object *pl, object *container, object *door)
1695{
1696 object *tmp, *key;
1697
1698 /* Should not happen, but sanity checking is never bad */
1699 if (!container->inv)
1700 return 0;
1701
1702 /* First, lets try to find a key in the top level inventory */
1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 {
1705 if (door->type == DOOR && tmp->type == KEY)
1706 break;
1707
1708 /* For sanity, we should really check door type, but other stuff
1709 * (like containers) can be locked with special keys
1710 */
1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1712 break;
1713 }
1714
1715 /* No key found - lets search inventories now */
1716 /* If we find and use a key in an inventory, return at that time.
1717 * otherwise, if we search all the inventories and still don't find
1718 * a key, return
1719 */
1720 if (!tmp)
1721 {
1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1723 /* No reason to search empty containers */
1724 if (tmp->type == CONTAINER && tmp->inv)
1725 if ((key = find_key_ (pl, tmp, door)))
1726 return key;
1727
1728 if (!tmp)
1887 return; 1729 return 0;
1888 default: 1730 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1731
1890 return; 1732 /* We get down here if we have found a key. Now if its in a container,
1733 * see if we actually want to use it
1734 */
1735 if (pl != container)
1891 } 1736 {
1892} 1737 /* Only let players use keys in containers */
1738 if (!pl->contr)
1739 return 0;
1893 1740
1741 /* cases where this fails:
1742 * If we only search the player inventory, return now since we
1743 * are not in the players inventory.
1744 * If the container is not active, return now since only active
1745 * containers can be used.
1746 * If we only search keyrings and the container does not have
1747 * a race/isn't a keyring.
1748 * No checking for all containers - to fall through past here,
1749 * inv must have been an container and must have been active.
1750 *
1751 * Change the color so that the message doesn't disappear with
1752 * all the others.
1753 */
1754 if (pl->contr->usekeys == key_inventory
1755 || !container->flag [FLAG_APPLIED]
1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1757 {
1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1760 return NULL;
1761 }
1762 }
1894 1763
1764 return tmp;
1765}
1895 1766
1896/* find_key 1767/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1768 * 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 1769 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1770 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1772 * pl is the player,
1902 * inv is the objects inventory to searched 1773 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1774 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1775 * This function can be called recursively to search containers.
1905 */ 1776 */
1906 1777object *
1907object * find_key(object *pl, object *container, object *door) 1778find_key (object *pl, object *container, object *door)
1908{ 1779{
1909 object *tmp,*key; 1780 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 } 1781 {
1923 /* No key found - lets search inventories now */ 1782 // 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. 1783 // 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 1784 // of searching through containers ourselves.
1926 * a key, return 1785
1927 */ 1786 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 } 1787 }
1934 } 1788 else
1935 if (!tmp) return NULL; 1789 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} 1790}
1969 1791
1970/* moved door processing out of move_player_attack. 1792/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1793 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1794 * such that the caller should not do anything more,
1973 * 0 otherwise 1795 * 0 otherwise
1974 */ 1796 */
1797static int
1975static int player_attack_door(object *op, object *door) 1798player_attack_door (object *op, object *door)
1976{ 1799{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1800 /* 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 - 1801 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1802 * otherwise, we fall through to the rest of the code.
1981 */ 1803 */
1982 object *key=find_key(op, op, door); 1804 object *key = find_key (op, op, door);
1983 1805
1984 /* IF we found a key, do some extra work */ 1806 /* If we found a key, do some extra work */
1985 if (key) { 1807 if (key)
1808 {
1986 object *container=key->env; 1809 object *container = key->env;
1987 1810
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1811 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1812 make_visible (op);
1813
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1815 spring_trap (door->inv, op);
1816
1991 if (door->type == DOOR) { 1817 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1819 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1820 {
1996 "You open the door with the %s", query_short_name(key)); 1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1822 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1823 }
1824
1999 /* Do this after we print the message */ 1825 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1826 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1827
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1828 return 1; /* Nothing more to do below */
1829 }
2005 } else if (door->type==LOCKED_DOOR) { 1830 else if (door->type == LOCKED_DOOR)
1831 {
2006 /* Might as well return now - no other way to open this */ 1832 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1834 return 1;
2009 } 1835 }
1836
2010 return 0; 1837 return 0;
2011} 1838}
2012 1839
2013/* This function is just part of a breakup from move_player. 1840/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1841 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1842 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1843 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1844 * going to try and move (not fire weapons).
2018 */ 1845 */
2019 1846bool
2020void move_player_attack(object *op, int dir) 1847move_player_attack (object *op, int dir)
2021{ 1848{
2022 object *tmp, *mon, *tpl; 1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1850 {
2024 int on_battleground; 1851 --op->speed_left;
2025 mapstruct *m; 1852 return true;
1853 }
2026 1854
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1855 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1856 sint16 ny = freearr_y[dir] + op->y;
2031 1857
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1858 if (out_of_map (op->map, nx, ny))
1859 return false;
2033 1860
2034 /* If braced, or can't move to the square, and it is not out of the 1861 /* 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 1862 * 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 1863 * 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 1864 * 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 1865 * 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 1866 * 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 1867 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1868 * move_ob uses.
2042 */ 1869 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1870 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 1871
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1872 /* 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. 1873 * 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 1874 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1875 * on the space
2060 */ 1876 */
2061 while (tmp!=NULL) { 1877 object *mon;
2062 if (tmp == op) { 1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1879 {
2064 continue; 1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
2065 } 1885 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1886
2067 mon = tmp; 1887 /* no monster == player tries to move into a wall or so */
2068 break; 1888 if (!mon)
1889 {
1890 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1891 if (op->move_type & ob->move_block)
1892 {
1893 if (ob->move_block == MOVE_ALL)
1894 move_into_wall (op, ob);
1895 else
1896 {
1897 if (op->contr->ns->bumpmsg)
1898 {
1899 op->play_sound (sound_find ("blocked_move"));
1900
1901 op->statusmsg (ob->invisible
1902 ? "Something blocks you."
1903 : format ("Something blocks you from entering the %s.", query_name (ob))
1904 );
1905 }
1906 }
1907
1908 break;
1909 }
1910
1911 return false;
2069 } 1912 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */
2077 1913
2078 if(mon->head != NULL)
2079 mon = mon->head; 1914 mon = mon->head_ ();
2080 1915
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1916 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1917 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1918 if (player_attack_door (op, mon))
1919 {
1920 --op->contr->weapon_sp_left;
1921 return true;
1922 }
2083 1923
2084 /* The following deals with possibly attacking peaceful 1924 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1925 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1926 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1927 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1928 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1929 * and thus will not push them.
2090 */ 1930 */
2091 1931
2092 /* If the creature is a pet, push it even if the player is not 1932 /* 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 1933 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1934 * player owns it and it is either friendly or unagressive.
2095 */ 1935 */
2096 if ((op->type==PLAYER) 1936 if (op->type == PLAYER
2097#if COZY_SERVER 1937 && ((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)) 1938 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1939 || mon->owner == op)
2103 ) 1940 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1941 {
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */ 1942 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1943 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1944 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1945
1946 if (op->speed_left > 0.f)
1947 {
1948 --op->speed_left;
1949
1950 op->play_sound (sound_find ("push_player"));
1951 push_ob (mon, dir, op);
1952
1953 if (action_makes_visible (op))
1954 make_visible (op);
1955
1956 return true;
1957 }
1958 else
1959 return false;
1960 }
1961
1962 bool on_battleground = op_on_battleground (op, 0, 0);
1963
2117 /* in certain circumstances, you shouldn't attack friendly 1964 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1965 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1966 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1967 * attack them either.
2121 */ 1968 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1969 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1970 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1971 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1972 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1973 && !on_battleground))
1974 {
1975 if (op->speed_left > 0.f)
1976 {
1977 --op->speed_left;
1978
1979 if (!op->contr->braced)
2131 )) { 1980 {
2132 if (!op->contr->braced) { 1981 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1982 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1983 }
2135 } else { 1984 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1985 op->statusmsg ("You withhold your attack");
1986
1987 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1988 make_visible (op);
1989
1990 return true;
1991 }
2137 } 1992 }
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 1993 /* 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. 1994 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1995 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1996 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1997 {
1998 if (op->speed_left > 0.f)
1999 {
2000 --op->speed_left;
2001
2145 recursive_roll(mon,dir,op); 2002 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2003 if (action_makes_visible (op))
2147 } 2004 make_visible (op);
2148 2005
2006 return true;
2007 }
2008 }
2149 /* Any generic living creature. Including things like doors. 2009 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2010 * 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: 2011 * 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 2012 * 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. 2013 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2014 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2015 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2016 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2017 {
2018 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2019 {
2020 --op->contr->weapon_sp_left;
2159 2021
2160 /* If the player hasn't hit something this tick, and does 2022 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 2023
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2024 if (action_makes_visible (op))
2025 make_visible (op);
2026
2027 return true;
2028 }
2169 } 2029 }
2170 2030
2171 skill_attack(mon, op, 0, NULL, NULL); 2031 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} 2032}
2189 2033
2034bool
2190int move_player(object *op,int dir) { 2035move_player (object *op, int dir)
2191 int pick; 2036{
2192 object *transport = op->contr->transport; 2037 if (!op->map || op->map->state != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2038 return 0;
2039
2040 /* Sanity check: make sure dir is valid */
2041 if (dir < 0 || dir > 8)
2042 {
2043 LOG (llevError, "move_player: invalid direction %d\n", dir);
2044 return 0;
2045 }
2046
2047 /* peterm: added following line */
2048 if (op->flag [FLAG_CONFUSED] && dir)
2049 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2050
2051 op->facing = dir;
2052
2053 if (op->flag [FLAG_HIDDEN])
2054 do_hidden_move (op);
2055
2056 bool retval;
2057 int pick = 0;
2058
2059 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2060 retval = RESULT_INT (0);
2061 else if (op->contr->fire_on)
2062 retval = fire (op, dir);
2063 else
2064 {
2065 retval = move_player_attack (op, dir);
2066 pick = check_pick (op);
2067 }
2068
2069 /* Add special check for newcs players and fire on - this way, the
2070 * server can handle repeat firing.
2071 */
2072 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2073 op->direction = dir;
2074 else
2075 op->direction = 0;
2076
2077 /* Update how the player looks. Use the facing, so direction may
2078 * get reset to zero. This allows for full animation capabilities
2079 * for players.
2080 */
2081 animate_object (op, op->facing);
2082
2083 return retval;
2256} 2084}
2257 2085
2258/* This is similar to handle_player, below, but is only used by the 2086/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2087 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2088 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2089 * the new speed values for commands.
2262 * 2090 *
2263 * Returns true if there are more actions we can do. 2091 * Returns true if there are more actions we can do. Should not do
2092 * many actions in a row, as that would be too unfair to other
2093 * players.
2264 */ 2094 */
2095bool
2265int handle_newcs_player(object *op) 2096handle_newcs_player (object *op)
2266{ 2097{
2267 if (op->contr->hidden) { 2098 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2099 {
2269 /* the socket code flashes the player visible/invisible 2100 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2101 {
2271 * alternate it here for it to work correctly. 2102 --op->speed_left;
2272 */ 2103 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2104
2105 return true;
2106 }
2107 else
2108 return false;
2274 } 2109 }
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 2110
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2111 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2112 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2113 * called, so we recheck it here.
2307 */ 2114 */
2308 HandleClient(&op->contr->socket, op->contr); 2115 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2116 return true;
2310 2117
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2118 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); 2119 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2120
2321 else return 0; 2121 return false;
2322 } 2122}
2123
2124static int
2125save_life (object *op)
2126{
2127 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2128 return 0;
2324}
2325 2129
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) 2130 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2131 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2132 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2133 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2134 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2135
2338 if (op->contr) 2136 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2137 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2138
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2139 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2140 op->stats.hp = op->stats.maxhp;
2141
2345 if(op->stats.food<0) 2142 if (op->stats.food < 0)
2346 op->stats.food = 999; 2143 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2144
2145 op->update_stats ();
2348 return 1; 2146 return 1;
2349 } 2147 }
2148
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2149 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2150 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2151 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2152 return 0;
2354} 2153}
2355 2154
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2155/* 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 2156 * 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 2157 * function will descend into containers. op is the object to start the search
2359 * from. 2158 * from.
2360 */ 2159 */
2160static void
2361void remove_unpaid_objects(object *op, object *env) 2161drop_unpaid_items (object *op, object *env)
2362{ 2162{
2363 object *next;
2364
2365 while (op) { 2163 while (op)
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 } 2164 {
2380} 2165 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2166
2167 if (op->flag [FLAG_UNPAID])
2168 op->insert_at (env);
2169 else if (op->inv)
2170 drop_unpaid_items (op->inv, env);
2382 2171
2383/* 2172 op = next;
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2173 }
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} 2174}
2419 2175
2176void
2177object::drop_unpaid_items ()
2178{
2179 if (!flag [FLAG_REMOVED])
2180 ::drop_unpaid_items (inv, this);
2181}
2420 2182
2421 2183void
2422void do_some_living(object *op) { 2184do_some_living (object *op)
2185{
2423 int last_food=op->stats.food; 2186 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2187 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i;
2427 int rate_hp = 1200; 2188 int rate_hp = 1200;
2428 int rate_sp = 2500; 2189 int rate_sp = 2500;
2429 int rate_grace = 2000; 2190 int rate_grace = 2000;
2430 const int max_hp = 1; 2191 const int max_hp = 1;
2431 const int max_sp = 1; 2192 const int max_sp = 1;
2432 const int max_grace = 1; 2193 const int max_grace = 1;
2433 2194
2434 if (op->contr->outputs_sync) { 2195#if 0
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2196 if (op->contr->hidden)
2436 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]);
2439 }
2440
2441 if(op->contr->state==ST_PLAYING) {
2442
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 } 2197 {
2457 if(op->contr->gen_grace >= 0) 2198 op->invisible = 1000;
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2199 /* the socket code flashes the player visible/invisible
2459 else { 2200 * depending on the value of invisible, so we need to
2460 gen_grace = op->stats.maxgrace; 2201 * alternate it here for it to work correctly.
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 } 2202 */
2479 if (max_sp>1) { 2203 if (server_tick & 2)
2480 over_sp = (gen_sp+10)/rate_sp; 2204 op->invisible--;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2205 }
2512 } else { 2206 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 2207#endif
2208 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2556 2216
2217 if (op->contr->ns->state == ST_PLAYING)
2218 {
2219 /* these next three if clauses make it possible to SLOW DOWN
2220 hp/grace/spellpoint regeneration. */
2557 if(op->contr->gen_hp > 0) 2221 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2223 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2224 {
2225 gen_hp = op->stats.maxhp;
2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2227 }
2228
2229 if (op->contr->gen_sp >= 0)
2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2231 else
2232 {
2233 gen_sp = op->stats.maxsp;
2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2235 }
2236
2237 if (op->contr->gen_grace >= 0)
2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2239 else
2240 {
2241 gen_grace = op->stats.maxgrace;
2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2243 }
2244
2245 /* Regenerate Grace */
2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2247 if (--op->last_grace < 0)
2248 {
2249 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2252 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2253
2254 if (max_grace > 1)
2255 {
2256 int over_grace = temp / rate_grace;
2257
2258 if (over_grace > 0)
2259 {
2260 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2261 op->last_grace = 0;
2262 }
2263 else
2264 op->last_grace = rate_grace / temp;
2265 }
2266 else
2267 op->last_grace = rate_grace / temp;
2268
2269 /* wearing stuff doesn't detract from grace generation. */
2270 }
2271
2272 if (op->stats.food > 0)
2273 {
2274 /* Regenerate Spell Points */
2275 if (!op->contr->golem && --op->last_sp < 0)
2276 {
2277 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2278
2279 if (op->stats.sp < op->stats.maxsp)
2280 {
2281 op->stats.sp++;
2282
2283 /* dms do not consume food */
2284 if (!op->flag [FLAG_WIZ])
2285 {
2286 op->stats.food--;
2287
2288 if (op->contr->digestion < 0)
2289 op->stats.food += op->contr->digestion;
2290 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2291 op->stats.food = last_food;
2292 }
2293 }
2294
2295 if (max_sp > 1)
2296 {
2297 int over_sp = (gen_sp + 10) / rate_sp;
2298 if (over_sp > 0)
2299 {
2300 if (op->stats.sp < op->stats.maxsp)
2301 {
2302 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2303
2304 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2305 op->stats.sp--;
2306
2307 if (op->stats.sp > op->stats.maxsp)
2308 op->stats.sp = op->stats.maxsp;
2309 }
2310
2311 op->last_sp = 0;
2312 }
2313 else
2314 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2315 }
2316 else
2317 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2318 }
2319
2320 /* Regenerate Hit Points */
2321 if (--op->last_heal < 0)
2322 {
2323 if (op->stats.hp < op->stats.maxhp)
2324 {
2325 op->stats.hp++;
2326
2327 /* dms do not consume food */
2328 if (!op->flag [FLAG_WIZ])
2329 {
2330 op->stats.food--;
2331
2332 if (op->contr->digestion < 0)
2333 op->stats.food += op->contr->digestion;
2334 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2335 op->stats.food = last_food;
2336 }
2337 }
2338
2339 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2340
2341 if (max_hp > 1)
2342 {
2343 int over_hp = temp / rate_hp;
2344
2345 if (over_hp > 0)
2346 {
2347 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2348 op->last_heal = 0;
2349 }
2350 else
2351 op->last_heal = rate_hp / temp;
2352 }
2353 else
2354 op->last_heal = rate_hp / temp;
2355 }
2356 }
2357
2358 /* Digestion */
2359 if (--op->last_eat < 0)
2360 {
2361 int bonus = max (0, op->contr->digestion),
2362 penalty = max (0, -op->contr->digestion);
2363
2364 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2365
2561 /* dms do not consume food */ 2366 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2367 if (!op->flag [FLAG_WIZ])
2563 } 2368 op->stats.food--;
2564 } 2369 }
2565 2370
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2371 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2372 {
2373 object *flesh = 0;
2568 2374
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2375 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2376 {
2377 if (tmp->flag [FLAG_UNPAID])
2378 continue;
2379
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2380 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."); 2381 {
2573 manual_apply(op,tmp,0); 2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 op->apply (tmp);
2385
2574 if(op->stats.food>=0||op->stats.hp<0) 2386 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2387 break;
2576 } 2388 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2389 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2390 flesh = tmp;
2579 } /* end of for loop */ 2391 }
2392
2580 /* If player is still starving, it means they don't have any food, so 2393 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2394 * eat flesh instead.
2582 */ 2395 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2396 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."); 2397 {
2585 manual_apply(op,flesh,0); 2398 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2399 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2400 op->apply (flesh);
2401 }
2588 2402
2589 while(op->stats.food<0&&op->stats.hp>0) 2403 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2404 if (op->stats.food < 0)
2591 2405 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2406 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2407 }
2408
2409 if (op->stats.food < 0)
2410 {
2411 op->stats.hp += op->stats.food;
2412 op->stats.food = 0;
2413
2414 if (op->stats.hp < 0)
2415 {
2416 op->contr->killer = archetype::get ("killer_starvation");
2417 op->contr->killer->destroy ();
2418 }
2419 }
2420
2421 /* killer should be set here already */
2422 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2423 kill_player (op);
2424 }
2425}
2597 2426
2598/* If the player should die (lack of hp, food, etc), we call this. 2427/* 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 2428 * 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 2429 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2430 * file.
2602 */ 2431 */
2432void
2603void kill_player(object *op) 2433kill_player (object *op)
2604{ 2434{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2435 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2436 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; 2437 int will_kill_again;
2614 archetype *at; 2438 archetype *at;
2615 object *tmp; 2439 object *tmp;
2616 2440
2617 if(save_life(op)) 2441 if (save_life (op))
2618 return; 2442 return;
2619 2443
2444 dynbuf_text deathtab;
2620 2445
2446 /* restore player */
2447 at = archetype::find (shstr_poisoning);
2448 if (object *tmp = present_arch_in_ob (at, op))
2449 {
2450 tmp->destroy ();
2451 deathtab << "Your body feels cleansed...\r";
2452 }
2453
2454 at = archetype::find (shstr_confusion);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your mind feels clearer...\r";
2459 }
2460
2461 cure_disease (op, 0, 0); /* remove any disease */
2462
2463 max_it (op->stats.hp , op->stats.maxhp);
2464 max_it (op->stats.sp , op->stats.maxsp);
2465 max_it (op->stats.grace, op->stats.maxgrace);
2466 max_it (op->stats.food , 200);
2467
2468 // remove all spell effects that are active
2469 // to avoid long-term effects such as word-of-recall
2470 for (object *item = op->inv; item; )
2471 {
2472 object *next = item->below;
2473
2474 if (item->type == SPELL_EFFECT && item->active)
2475 item->destroy ();
2476
2477 item = next;
2478 }
2479
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2480 /* 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. 2481 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2482 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2483 */
2625 if (op_on_battleground(op, &x, &y)) { 2484 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2485 {
2627 "You have been defeated in combat!"); 2486 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 2487
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 */ 2488 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2489 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2490
2655 { 2491 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2492 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2493 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2494 "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", 2495 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2496 (int)op->level,
2661 op->contr->killer); 2497 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 2498 );
2499 tmp->value = 0, tmp->type = 0;
2500 tmp->material = name_to_material (shstr_organic);
2501 tmp->insert_at (op, tmp);
2502
2669 /* teleport defeated player to new destination*/ 2503 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2504 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2505 op->contr->braced = 0;
2672 return;
2673 }
2674 2506
2507 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2508 return;
2509 }
2510
2511 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2512 deathtab << "T<YOU HAVE DIED>\n\n";
2513
2675 INVOKE_PLAYER (DEATH, op->contr); 2514 INVOKE_PLAYER (DEATH, op->contr);
2676 2515
2677 command_kill_pets (op, 0); 2516 command_kill_pets (op, 0);
2678 2517
2679 if(op->stats.food<0) { 2518 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 2519
2700 /* save the map location for corpse, gravestone*/ 2520 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2521 x = op->x;
2522 y = op->y;
2523 map = op->map;
2702 2524
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2525 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2526 * 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. 2527 * See the config.h file for a little more in depth detail about this.
2708 */ 2528 */
2709 2529
2710 /* Basically two ways to go - remove a stat permanently, or just 2530 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2531 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2532 * of death.
2713 */ 2533 */
2714#ifndef COZY_SERVER 2534#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2535 if (settings.balanced_stat_loss)
2536 {
2716 /* If stat loss is permanent, lose one stat only. */ 2537 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2538 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2539 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2540 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2541 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2542 little bit harder. */
2722 /* GD */ 2543 /* GD */
2723 if (settings.stat_loss_on_death) 2544 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2545 num_stats_lose = 1;
2725 else 2546 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2547 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2548 }
2549 else
2728 num_stats_lose = 1; 2550 num_stats_lose = 1;
2729 } 2551
2730 lost_a_stat = 0; 2552 lost_a_stat = 0;
2731 2553
2732 for (z=0; z<num_stats_lose; z++) { 2554 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2555 {
2556 i = rndm (NUM_STATS);
2734 2557
2735 if (settings.stat_loss_on_death) { 2558 if (settings.stat_loss_on_death)
2559 {
2736 /* Pick a random stat and take a point off it. Tell the player 2560 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2561 * what he lost.
2738 */ 2562 */
2739 change_attr_value(&(op->stats), i,-1); 2563 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2564 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2565 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2566 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2567 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2568 lost_a_stat = 1;
2745 } else { 2569 }
2570 else
2571 {
2746 /* deplete a stat */ 2572 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2573 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2574 object *dep;
2575
2576 dep = present_arch_in_ob (deparch, op);
2577 if (!dep)
2749 2578 {
2750 dep = present_arch_in_ob(deparch,op); 2579 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2580 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 2581 }
2783 if (lose_this_stat) { 2582 lose_this_stat = 1;
2583 if (settings.balanced_stat_loss)
2584 {
2585 /* GD */
2586 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2587 this_stat = get_attr_value (&(dep->stats), i);
2588 if (this_stat < 0)
2589 {
2590 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2591 int keep_chance = this_stat * this_stat;
2592
2593 /* Yes, I am paranoid. Sue me. */
2594 if (keep_chance < 1)
2595 keep_chance = 1;
2596
2597 /* There is a maximum depletion total per level. */
2598 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2599 {
2600 lose_this_stat = 0;
2601 /* Take loss chance vs keep chance to see if we
2602 retain the stat. */
2603 }
2604 else
2605 {
2606 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2607 lose_this_stat = 0;
2608 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2609 this_stat, keep_chance, loss_chance,
2610 lose_this_stat?"LOSE":"KEEP"); */
2611 }
2612 }
2613 }
2614
2615 if (lose_this_stat)
2616 {
2617 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2618 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2619 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2620 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2621 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2622 * difference.
2790 */ 2623 */
2791 if (this_stat>=-50) { 2624 if (this_stat >= -50)
2625 {
2792 change_attr_value(&(dep->stats), i, -1); 2626 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2627 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2628 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2629 op->update_stats ();
2796 lost_a_stat = 1; 2630 lost_a_stat = 1;
2797 } 2631 }
2798 } 2632 }
2633 }
2799 } 2634 }
2800 } 2635
2801 /* If no stat lost, tell the player. */ 2636 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2637 if (!lost_a_stat)
2803 { 2638 {
2804 /* determine_god() seems to not work sometimes... why is this? 2639 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2640 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2641 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2642
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2643 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2644 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2645 else
2811 else 2646 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 } 2647 }
2648#else
2649 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2650#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 2651
2819 /* Put a gravestone up where the character 'almost' died. List the 2652 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2653 * exp loss on the stone.
2821 */ 2654 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2655 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2656 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2657 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2658 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); 2659 &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; 2660 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2661 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2662
2836 /**************************************/ 2663 /**************************************/
2837 /* */ 2664 /* */
2838 /* Subtract the experience points, */ 2665 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2666 /* */
2842 /**************************************/ 2667 /**************************************/
2843 2668
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)); */ 2669 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2670 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 2671
2870 /* 2672 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2673 * 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 2674 * and put them back in the map.
2873 * in the map. 2675 */
2874 */ 2676 op->drop_unpaid_items ();
2875 2677
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 /****************************************/ 2678 /****************************************/
2885 /* */ 2679 /* */
2886 /* Move player to his current respawn- */ 2680 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2681 /* position (usually last savebed) */
2888 /* */ 2682 /* */
2889 /****************************************/ 2683 /****************************************/
2890 2684
2891 enter_player_savebed(op); 2685 enter_player_savebed (op);
2892 2686
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2687 op->contr->braced = 0;
2897 save_player(op,1);
2898 2688
2899 /* it is possible that the player has blown something up 2689 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2690 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2691 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2692 * on the space that might harm the player.
2903 */ 2693 */
2904 will_kill_again=0; 2694 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2695 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2696 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2697 will_kill_again |= tmp->attacktype;
2908 } 2698
2909 if (will_kill_again) { 2699 if (will_kill_again)
2700 {
2910 object *force; 2701 object *force;
2911 int at; 2702 int at;
2912 2703
2913 force=get_archetype(FORCE_NAME); 2704 force = archetype::get (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2705 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1;
2916 force->speed_left=-5.0; 2706 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2707 force->set_speed (0.1f);
2708 force->set_flag (FLAG_APPLIED);
2709
2918 for (at=0; at<NROFATTACKS; at++) { 2710 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2711 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2712 force->resist[at] = 100;
2921 } 2713
2922 insert_ob_in_ob(force, op); 2714 insert_ob_in_ob (force, op);
2923 fix_player(op); 2715 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 } 2716 }
2982 }
2983 play_again(op);
2984 2717
2985 /* peterm: added to create a corpse at deathsite. */ 2718 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} 2719}
2999 2720
3000 2721static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2722loot_object (object *op)
2723{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2724 object *tmp, *next;
3003 2725
3004 if (op->container) { /* close open sack first */ 2726 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2727
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2728 for (tmp = op->inv; tmp; tmp = next)
2729 {
3009 next=tmp->below; 2730 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2731
3011 remove_ob(tmp); 2732 if (tmp->invisible)
2733 continue;
2734
2735 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2736 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2737
3014 loot_object(tmp); 2738 if (tmp->type == CONTAINER)
3015 } 2739 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2740
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2741 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2742 {
3018 if(tmp->nrof>1) { 2743 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2744 {
3020 free_object(tmp2); 2745 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2746 insert_ob_in_map (tmp, op->map, NULL, 0);
2747 }
2748 else
2749 tmp->destroy ();
2750 }
3022 } else 2751 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2752 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2753 }
3027} 2754}
3028 2755
3029/* 2756/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2757 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2758 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2759 * was changed.
3033 */ 2760 */
2761void
2762fix_weight ()
2763{
2764 for_all_players (pl)
2765 {
2766 weight_t old = pl->ob->carrying;
3034 2767
3035void fix_weight(void) { 2768 pl->ob->update_weight ();
3036 player *pl; 2769
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2770 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2771 {
3039 if(old == sum) 2772 pl->ob->update_stats ();
3040 continue; 2773 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2774 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2775 }
3045} 2776}
3046 2777
3047void fix_luck(void) { 2778void
3048 player *pl; 2779fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2780{
2781 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2782 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2783 pl->ob->change_luck (0);
3052} 2784}
3053
3054 2785
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2786/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2787 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2788 * just treat this as any other spell casting object.
3058 */ 2789 */
3059
3060void 2790void
3061cast_dust (object * op, object * throw_ob, int dir) 2791cast_dust (object *op, object *throw_ob, int dir)
3062{ 2792{
3063 object *skop, *spob; 2793 object *skop, *spob;
3064 2794
3065 skop = find_skill_by_name (op, throw_ob->skill); 2795 skop = find_skill_by_name (op, throw_ob->skill);
3066 2796
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2797 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2798 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2799 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2800 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2801 return;
3073 } 2802 }
3074 2803
3075 spob = throw_ob->inv; 2804 spob = throw_ob->inv;
3076 2805
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2806 // 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 2807 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2808 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2809 if (!spob)
3081 { 2810 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2811 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; 2812 return;
3085 } 2813 }
3086 2814
3087 if (op->type == PLAYER) 2815 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2816 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2817
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2818 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2819
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2820 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2821}
3096 2822
2823void
3097void make_visible (object *op) { 2824make_visible (object *op)
3098 op->hide = 0; 2825{
2826 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2827 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 2828
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) 2829 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2830 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2831 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2832 op->contr->invis_race = 0;
2833 }
2834
2835 update_object (op, UP_OBJ_CHANGE);
2836}
2837
2838int
2839is_true_undead (object *op)
2840{
2841 if (op->arch->flag [FLAG_UNDEAD])
2842 return 1;
2843
3116 return 0; 2844 return 0;
3117} 2845}
3118 2846
3119/* look at the surrounding terrain to determine 2847/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2848 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2849 * indicate greater hideability.
3122 */ 2850 */
3123 2851int
3124int hideability(object *ob) { 2852hideability (object *ob)
2853{
3125 int i,level=0, mflag; 2854 int i, level = 0, mflag;
3126 sint16 x,y; 2855 sint16 x, y;
3127 2856
3128 if(!ob||!ob->map) return 0; 2857 if (!ob || !ob->map)
2858 return 0;
3129 2859
3130 /* so, on normal lighted maps, its hard to hide */ 2860 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2861 level = ob->map->darklevel () - 2;
3132 2862
3133 /* this also picks up whether the object is glowing. 2863 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2864 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2865 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2866 if (ob->has_carried_lights ())
2867 level = -(10 + (2 * ob->map->darklevel ()));
3137 2868
3138 /* scan through all nearby squares for terrain to hide in */ 2869 /* 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]) { 2870 for (i = 0, x = ob->x, y = ob->y;
2871 i <= SIZEOFFREE1;
2872 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2873 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2874 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2875 if (mflag & P_OUT_OF_MAP)
2876 continue;
2877
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2878 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2879 level += 2;
3144 else /* open terrain! */ 2880 else /* open terrain! */
3145 level -= 1; 2881 level -= 1;
3146 } 2882 }
3147 2883
3148#if 0 2884#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2885 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2886#endif
3151 return level; 2887 return level;
3152} 2888}
3153 2889
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2890/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2891 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2892 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2893 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2894 */
3159 2895void
3160void do_hidden_move (object *op) { 2896do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2897{
3162 object *skop; 2898 int hide = 0;
3163 2899
3164 if(!op || !op->map) return; 2900 if (!op || !op->map)
2901 return;
3165 2902
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2903 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2904 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2905
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2906 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2907 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2908 if (!skop || num >= skop->level)
2909 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2910 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2911 make_visible (op);
3173 return; 2912 return;
3174 } else num += 20;
3175 } 2913 }
2914 else
2915 num += 20;
2916
3176 num += op->map->difficulty; 2917 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2918 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2919 num -= hide;
2920
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2921 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2922 {
3180 make_visible(op); 2923 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2924
3182 "You moved out of hiding! You are visible!"); 2925 if (op->type == PLAYER)
2926 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2927 }
3184 else if (op->type == PLAYER && skop) { 2928 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2929 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2930}
3188 2931
3189/* determine if who is standing near a hostile creature. */ 2932/* determine if who is standing near a hostile creature. */
3190 2933
2934int
3191int stand_near_hostile( object *who ) { 2935stand_near_hostile (object *who)
2936{
3192 object *tmp=NULL; 2937 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2938 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2939 maptile *m;
3195 sint16 x,y; 2940 sint16 x, y;
3196 2941
3197 if(!who) return 0; 2942 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; 2943 return 0;
3227}
3228 2944
2945 if (who->type == PLAYER)
2946 player = 1;
2947
2948 else
2949 friendly = who->flag [FLAG_FRIENDLY];
2950
2951 /* search adjacent squares */
2952 for (i = 1; i < 9; i++)
2953 {
2954 x = who->x + freearr_x[i];
2955 y = who->y + freearr_y[i];
2956 m = who->map;
2957 mflags = get_map_flags (m, &m, x, y, &x, &y);
2958 /* space must be blocked if there is a monster. If not
2959 * blocked, don't need to check this space.
2960 */
2961 if (mflags & P_OUT_OF_MAP)
2962 continue;
2963 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2964 continue;
2965
2966 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2967 {
2968 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2969 return 1;
2970 else if (tmp->type == PLAYER)
2971 return 1;
2972 }
2973 }
2974 return 0;
2975}
2976
3229/* check the player los field for viewability of the 2977/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2978 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2979 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2980 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2981 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2982 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2983 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2984 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2985 * 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. 2986 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2987 * -b.t.
3240 * This function is now map tiling safe. 2988 * This function is now map tiling safe.
3241 */ 2989 */
3242 2990int
3243int player_can_view (object *pl,object *op) { 2991player_can_view (object *pl, object *op)
2992{
3244 rv_vector rv; 2993 rv_vector rv;
3245 int dx,dy; 2994 int dx, dy;
3246 2995
3247 if(pl->type!=PLAYER) { 2996 if (pl->type != PLAYER)
2997 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2998 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; 2999 return -1;
3274 op = op->more;
3275 } 3000 }
3001
3002 if (!pl || !op)
3276 return 0; 3003 return 0;
3277}
3278 3004
3279/* routine for both players and monsters. We call this when 3005 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 3006
3281 * place or invisiblity spell. Artefact invisiblity is not 3007 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 3008
3283 * return 0. 3009 /* starting with the 'head' part, lets loop
3010 * through the object and find if it has any
3011 * part that is in the los array but isn't on
3012 * a blocked los square.
3013 * we use the archetype to figure out offsets.
3284 */ 3014 */
3285int action_makes_visible (object *op) { 3015 while (op)
3016 {
3017 dx = rv.distance_x + op->arch->x;
3018 dy = rv.distance_y + op->arch->y;
3286 3019
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3020 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; 3021 return 1;
3297 } 3022
3023 op = op->more;
3298 } 3024 }
3025
3299 return 0; 3026 return 0;
3300} 3027}
3301 3028
3302/* op_on_battleground - checks if the given object op (usually 3029/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3030 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3031 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3032 * -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 3033 * 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 3034 * 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 3035 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3036 */
3037int
3310int op_on_battleground (object *op, int *x, int *y) { 3038op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3039{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3040 /* 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), 3041 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3042 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3043 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3044 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3045 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3046 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3047 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3049 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3050 if (tmp->flag [FLAG_NO_PICK]
3051 && tmp->type == BATTLEGROUND
3052 && tmp->name == shstr_battleground
3053 && EXIT_X (tmp) && EXIT_Y (tmp))
3054 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3055 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3056 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3057 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3059 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3060 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3063 return 1;
3064 }
3065
3066 if (x && y)
3067 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3068
3332 return 1; 3069 return 1;
3333 } 3070 }
3334 } 3071 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3072 }
3340 } 3073
3341 }
3342 /* If we got here, did not find a battleground */ 3074 /* If we got here, did not find a battleground */
3343 return 0; 3075 return 0;
3344} 3076}
3345 3077
3346/* 3078/*
3350 * attributes: 3082 * attributes:
3351 * object *who the dragon player 3083 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3084 * int atnr the attack-number of the ability focus
3353 * int level ability level 3085 * int level ability level
3354 */ 3086 */
3087void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3088dragon_ability_gain (object *who, int atnr, int level)
3089{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3090 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3091 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3092 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3093 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3094 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3095 int i = 0, j = 0;
3362 3096
3363 /* get the appropriate treasurelist */ 3097 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3098 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3099 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3100 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3101 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3102 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3103 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3104 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3105 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3106
3373 if (trlist == NULL || who->type != PLAYER) 3107 if (trlist == NULL || who->type != PLAYER)
3374 return; 3108 return;
3375 3109
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3110 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3111
3378 3112 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3113 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3114 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3115 return;
3382 } 3116 }
3383 3117
3384 /* everything seems okay - now bring on the gift: */ 3118 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3119 item = tr->item;
3386 3120
3387 if (item->type == SPELL) { 3121 if (item->type == SPELL)
3122 {
3388 if (check_spell_known (who, item->name)) 3123 if (check_spell_known (who, item->name))
3389 return; 3124 return;
3390 3125
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3126 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); 3127 do_learn_spell (who, item, 0);
3393 return; 3128 return;
3394 } 3129 }
3395 3130
3396 /* grant direct spell */ 3131 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3132 if (item->type == SPELLBOOK)
3133 {
3398 if (!item->inv) { 3134 if (!item->inv)
3135 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3136 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3137 return;
3402 } 3138 }
3403 if (check_spell_known (who, item->inv->name)) 3139 if (check_spell_known (who, item->inv->name))
3404 return; 3140 return;
3405 if (item->invisible) { 3141 if (item->invisible)
3142 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3143 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); 3144 do_learn_spell (who, item->inv, 0);
3408 return; 3145 return;
3409 } 3146 }
3410 } 3147 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3148 else if (item->type == SKILL_TOOL && item->invisible)
3149 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3150 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3151 {
3413 3152
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3153 /* 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 3154 * 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, 3155 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3156 * but not all of them, he gets nothing.
3418 */ 3157 */
3419 if (!(skop->attacktype & item->attacktype)) { 3158 if (!(skop->attacktype & item->attacktype))
3159 {
3420 /* Give new attacktype */ 3160 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3161 skop->attacktype |= item->attacktype;
3422 3162
3423 /* always add physical if there's none */ 3163 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3164 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3165
3429 /* Give player new face */ 3166 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); 3167 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 3168
3490/** 3169 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3170 if (item->animation_id)
3492 * not readied. 3171 {
3493 */ 3172 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3173 who->animation_id = item->animation_id;
3495 rangetype i; 3174 who->anim_speed = item->anim_speed;
3496 3175 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3176 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3177 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3178 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3179 }
3503 } 3180 }
3504 } 3181 }
3182 else if (item->type == FORCE)
3183 {
3184 /* forces in the treasurelist can alter the player's stats */
3185 object *skin;
3186
3187 /* first get the dragon skin force */
3188 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3189 ;
3190
3191 if (!skin)
3192 return;
3193
3194 /* adding new spellpath attunements */
3195 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3196 {
3197 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3198
3199 /* print message */
3200 sprintf (buf, "You feel attuned to ");
3201 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3202 {
3203 if (item->path_attuned & (1 << i))
3204 {
3205 if (j)
3206 strcat (buf, " and ");
3207 else
3208 j = 1;
3209 strcat (buf, spellpathnames[i]);
3210 }
3211 }
3212
3213 strcat (buf, ".");
3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3215 }
3216
3217 /* evtl. adding flags: */
3218 if (item->flag [FLAG_XRAYS])
3219 skin->set_flag (FLAG_XRAYS);
3220 if (item->flag [FLAG_STEALTH])
3221 skin->set_flag (FLAG_STEALTH);
3222 if (item->flag [FLAG_SEE_IN_DARK])
3223 skin->set_flag (FLAG_SEE_IN_DARK);
3224
3225 /* print message if there is one */
3226 if (item->msg != NULL)
3227 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3228 }
3229 else
3230 {
3231 /* generate misc. treasure */
3232 tmp = tr->item->instance ();
3233 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3234 who->insert (tmp);
3235 }
3505} 3236}
3237
3238//-GPL
3239
3240sint8
3241player::darkness_at (maptile *map, int x, int y) const
3242{
3243 if (!ns)
3244 return LOS_BLOCKED;
3245
3246 int dx, dy;
3247 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3248 return LOS_BLOCKED;
3249
3250 x += dx - ns->current_x;
3251 y += dy - ns->current_y;
3252
3253 return blocked_los (x, y);
3254}
3255
3256void
3257player::infobox (const char *title, const char *msg, int color)
3258{
3259 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3260}
3261
3262void
3263player::statusmsg (const char *msg, int color)
3264{
3265 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3266}
3267
3268void
3269player::failmsg (const char *msg, int color)
3270{
3271 play_sound (sound_find ("generic_failure"));
3272 statusmsg (msg, color);
3273}
3274
3275void
3276object::failmsgf (const char *format, ...)
3277{
3278 if (!contr)
3279 return;
3280
3281 va_list ap;
3282 va_start (ap, format);
3283 contr->failmsg (vformat (format, ap));
3284 va_end (ap);
3285}
3286
3287void
3288player::failmsgf (const char *format, ...)
3289{
3290 va_list ap;
3291 va_start (ap, format);
3292 failmsg (vformat (format, ap));
3293 va_end (ap);
3294}
3295

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