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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.235 by root, Wed Nov 4 17:24:00 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 37
58player* find_player_partial_name( const char* plname ) 38/* This loads the first map an puts the player on it. */
59 { 39static void
60 player* pl; 40set_first_map (object *op)
61 player* found = NULL; 41{
62 size_t namelen = strlen( plname ); 42 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 43 op->x = -1;
64 { 44 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 45}
104 46
105void send_rules(const object *op) { 47void
106 char buf[MAX_BUF]; 48player::activate ()
107 char rules[HUGE_BUF]; 49{
108 FILE *fp; 50 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173// the need for this function can be explained
174// by load_object not returning the object
175void
176player::set_object (object *op)
177{
178 ob = observe = viewpoint = op;
179 ob->contr = this; /* this aren't yet in archetype */
180
181 ob->speed = 1.0f;
182 ob->speed_left = 0.5f;
183
184 ob->direction = 5; /* So player faces south */
185
186 ob->flag [FLAG_READY_WEAPON] = false;
187 ob->flag [FLAG_READY_SKILL] = false;
188 ob->flag [FLAG_READY_BOW] = false;
189
190 for (object *op = ob->inv; op; op = op->below)
191 if (op->flag [FLAG_APPLIED])
192 switch (op->type)
122 { 193 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 194 case SKILL:
124 break; 195 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 196 break;
167 } 197
168 strncat(news+size,buf,HUGE_BUF-size); 198 case WAND:
169 size+=strlen(buf); 199 case ROD:
200 case HORN:
201 case BOW:
202 ranged_ob = op;
203 break;
204
205 case WEAPON:
206 combat_ob = op;
207 break;
170 } 208 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 209
181int playername_ok(const char *cp) { 210 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 211 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 212}
190 213
191/* This no longer sets the player map. Also, it now updates 214void
192 * all the pointers so the caller doesn't need to do that. 215player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 216{
194 */ 217 observe = viewpoint = op ? op : ob;
218 do_los = 1;
219}
195 220
196/* Redo this to do both get_player_ob and get_player. 221void
197 * Hopefully this will be less bugfree and simpler. 222player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 223{
199 * we create a new one. Otherwise, we recycle 224 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 225 do_los = 1;
201 */ 226}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 227
206 if (!p) { 228player::player ()
207 p = (player *) malloc(sizeof(player)); 229{
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 230 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 231 * we deal with that below this point.
236 */ 232 */
237 p->party=NULL; 233 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 234 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 235 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 236
243#ifdef AUTOSAVE 237 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 238
245#endif 239 gen_sp_armour = 10;
240 bowtype = bow_normal;
241 petmode = pet_normal;
242 usekeys = containers;
243 peaceful = 1; /* default peaceful */
244 do_los = 1;
245
246 weapon_sp = 1.0f;
247 weapon_sp_left = 0.5f;
248}
249
250void
251player::do_destroy ()
252{
253 disconnect ();
254
255 attachable::do_destroy ();
256
257 if (ob)
246 258 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 259 ob->destroy_inv (false);
260 ob->destroy ();
248 261 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 262
258 roll_stats(op); 263 ob = observe = viewpoint = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 264}
300 265
301 266player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 267{
305 strcpy(op->contr->maplevel, first_map_path); 268 /* Clear item stack */
306 op->x = -1; 269 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 270}
310 271
311/* Tries to add player on the connection passwd in ns. 272/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 273 * All we can really get in this is some settings like host and display
313 * mode. 274 * mode.
314 */ 275 */
276player *
277player::create ()
278{
279 player *pl = new player;
315 280
316int add_player(NewSocket *ns) { 281 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 282
319 p=get_player(NULL); 283 pl->ob->roll_stats ();
320 p->socket = *ns; 284 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 285 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 286
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 287 set_first_map (pl->ob);
331 288
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 289 return pl;
339} 290}
340 291
341/* 292/*
342 * get_player_archetype() return next player archetype from archetype 293 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 294 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 295 * Note: there MUST be at least one player archetype!
345 */ 296 */
297archetype *
346archetype *get_player_archetype(archetype* at) 298get_player_archetype (archetype *at)
347{ 299{
348 archetype *start = at; 300 // archetypes could have been reloaded
349 for (;;) { 301 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 302
351 at=first_archetype; 303 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 304 return at;
356 if (at == start) { 305
357 LOG (llevError, "No Player archetypes\n"); 306 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 307
359 } 308 for (;;)
360 } 309 {
361} 310 if (++i == archetypes.end ())
311 i = archetypes.begin ();
312 else if (*i == at)
313 cleanup ("not a single player archetype found");
362 314
315 if ((*i)->type == PLAYER)
316 return *i;
317 }
318}
363 319
320object *
364object *get_nearest_player(object *mon) { 321get_nearest_player (object *mon)
322{
365 object *op = NULL; 323 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 324 objectlink *ol;
368 unsigned lastdist; 325 unsigned lastdist;
369 rv_vector rv; 326 rv_vector rv;
370 327
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 328 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 329 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 330 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 331 continue;
398 332
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 333 if (lastdist > rv.distance)
408 op=pl->ob; 334 {
335 op = ol->ob;
409 lastdist=rv.distance; 336 lastdist = rv.distance;
337 }
410 } 338 }
411 } 339
412 } 340 for_all_players (pl)
341 if (can_detect_enemy (mon, pl->ob, &rv))
342 if (lastdist > rv.distance)
343 {
344 op = pl->ob;
345 lastdist = rv.distance;
346 }
347
413#if 0 348#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 349 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 350#endif
416 return op; 351 return op;
417} 352}
418 353
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 354/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 355 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 356 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 370 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 371 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 372 * is probably not a good thing.
438 */ 373 */
439#define MAX_SPACES 50 374#define MAX_SPACES 50
440
441 375
442/* 376/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 377 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 378 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 379 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 392 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 393 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 394 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 395 * is blocking itself.
462 */ 396 */
397int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 398path_to_player (object *mon, object *pl, unsigned mindiff)
399{
464 rv_vector rv; 400 rv_vector rv;
465 sint16 x,y; 401 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 402 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 403 maptile *m, *lastmap;
468 404
469 get_rangevector(mon, pl, &rv, 0); 405 get_rangevector (mon, pl, &rv, 0);
470 406
471 if (rv.distance<mindiff) return 0; 407 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 408 return 0;
724}
725 409
726void confirm_password(object *op) { 410 x = mon->x;
411 y = mon->y;
412 m = mon->map;
413 dir = rv.direction;
414 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
415 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 416
728 op->contr->write_buf[0]='\0'; 417 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 418 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 419 return 0;
731}
732 420
421 while (diff > 1 && max > 0)
422 {
423 lastx = x;
424 lasty = y;
425 lastmap = m;
426 x = lastx + freearr_x[dir];
427 y = lasty + freearr_y[dir];
428
429 mflags = get_map_flags (m, &m, x, y, &x, &y);
430 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
431
432 /* Space is blocked - try changing direction a little */
433 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
434 && (m == mon->map && blocked_link (mon, m, x, y))))
435 {
436 /* recalculate direction from last good location. Possible
437 * we were not traversing ideal location before.
438 */
439 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
440 if (rv.direction != dir)
441 {
442 /* OK - says direction should be different - lets reset the
443 * the values so it will try again.
444 */
445 x = lastx;
446 y = lasty;
447 m = lastmap;
448 dir = firstdir = rv.direction;
449 }
450 else
451 {
452 /* direct path is blocked - try taking a side step to
453 * either the left or right.
454 * Note increase the values in the loop below to be
455 * more than -1/1 respectively will mean the monster takes
456 * bigger detour. Have to be careful about these values getting
457 * too big (3 or maybe 4 or higher) as the monster may just try
458 * stepping back and forth
459 */
460 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
461 {
462 if (i == 0)
463 continue; /* already did this, so skip it */
464 /* Use lastdir here - otherwise,
465 * since the direction that the creature should move in
466 * may change, you could get infinite loops.
467 * ie, player is northwest, but monster can only
468 * move west, so it does that. It goes some distance,
469 * gets blocked, finds that it should move north,
470 * can't do that, but now finds it can move east, and
471 * gets back to its original point. lastdir contains
472 * the last direction the creature has successfully
473 * moved.
474 */
475
476 x = lastx + freearr_x[absdir (lastdir + i)];
477 y = lasty + freearr_y[absdir (lastdir + i)];
478 m = lastmap;
479 mflags = get_map_flags (m, &m, x, y, &x, &y);
480 if (mflags & P_OUT_OF_MAP)
481 continue;
482 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
483 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
484 continue;
485 if (mflags & P_BLOCKSVIEW)
486 continue;
487
488 if (m == mon->map && blocked_link (mon, m, x, y))
489 break;
490 }
491 /* go through entire loop without finding a valid
492 * sidestep to take - thus, no valid path.
493 */
494 if (i == (DETOUR_AMOUNT + 1))
495 return 0;
496 diff--;
497 lastdir = dir;
498 max--;
499 if (!firstdir)
500 firstdir = dir + i;
501 } /* else check alternate directions */
502 } /* if blocked */
503 else
504 {
505 /* we moved towards creature, so diff is less */
506 diff--;
507 max--;
508 lastdir = dir;
509 if (!firstdir)
510 firstdir = dir;
511 }
512
513 if (diff <= 1)
514 {
515 /* Recalculate diff (distance) because we may not have actually
516 * headed toward player for entire distance.
517 */
518 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
519 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
520 }
521
522 if (diff > max)
523 return 0;
524 }
525
526 /* If we reached the max, didn't find a direction in time */
527 if (!max)
528 return 0;
529
530 return firstdir;
531}
532
533void
534give_initial_items (object *pl, treasurelist *items)
535{
536 if (pl->randomitems)
537 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
538
539 for (object *next, *op = pl->inv; op; op = next)
540 {
541 next = op->below;
542
543 /* Forces get applied per default, unless they have the
544 * flag "neutral" set. Sorry but I can't think of a better way
545 */
546 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
547 SET_FLAG (op, FLAG_APPLIED);
548
549 /* we never give weapons/armour if these cannot be used
550 * by this player due to race restrictions
551 */
552 if (pl->type == PLAYER)
553 {
554 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
555 &&
556 (op->type == ARMOUR || op->type == BOOTS
557 || op->type == CLOAK || op->type == HELMET
558 || op->type == SHIELD || op->type == GLOVES
559 || op->type == BRACERS || op->type == GIRDLE))
560 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
561 {
562 op->destroy ();
563 continue;
564 }
565 }
566
567 /* Here we remove duplicated skills (as duplicated spell objects have
568 * _very_ confusing effects for players), which could for instance be
569 * generated by bad treasurelists. - elmex
570 */
571 if (op->type == SKILL)
572 {
573 for (object *tmp = op->below; tmp; tmp = tmp->below)
574 if (tmp->type == op->type && tmp->name == op->name)
575 {
576 op->destroy ();
577 LOG (llevError,
578 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
579 break;
580 }
581
582 if (op->nrof > 1)
583 op->nrof = 1;
584 }
585
586 if (op->type == SPELLBOOK && op->inv)
587 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
588
589 /* Give starting characters identified, uncursed, and undamned
590 * items. Just don't identify gold or silver, or it won't be
591 * merged properly.
592 */
593 if (need_identify (op))
594 {
595 SET_FLAG (op, FLAG_IDENTIFIED);
596 CLEAR_FLAG (op, FLAG_CURSED);
597 CLEAR_FLAG (op, FLAG_DAMNED);
598 }
599
600 if (op->type == SPELL)
601 {
602 op->destroy ();
603 continue;
604 }
605 else if (op->type == SKILL)
606 {
607 SET_FLAG (op, FLAG_CAN_USE_SKILL);
608 op->stats.exp = 0;
609 op->level = 1;
610 }
611 else /* lock all 'normal items by default */
612 SET_FLAG (op, FLAG_INV_LOCKED);
613 } /* for loop of objects in player inv */
614
615 /* Need to set up the skill pointers */
616 pl->contr->link_skills ();
617}
618
619void
733void get_party_password(object *op, partylist *party) { 620get_party_password (object *op, partylist *party)
621{
734 if (party == NULL) { 622 if (party == NULL)
623 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 624 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 625 return;
737 } 626 }
627
738 op->contr->write_buf[0]='\0'; 628 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 629 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 630 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 631 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 632}
743
744 633
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 634/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
635static int
746int roll_stat(void) { 636roll_stat (void)
637{
747 int a[4],i,j,k; 638 int a[4], i, j, k;
748 639
749 for(i=0;i<4;i++) 640 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 641 a[i] = (int) rndm (6) + 1;
751 642
752 for(i=0,j=0,k=7;i<4;i++) 643 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 644 if (a[i] < k)
754 k=a[i],j=i; 645 k = a[i], j = i;
755 646
756 for(i=0,k=0;i<4;i++) { 647 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 648 if (i != j)
758 k+=a[i]; 649 k += a[i];
759 } 650
760 return k; 651 return k;
761} 652}
762 653
763void roll_stats(object *op) { 654void
655object::roll_stats ()
656{
657 int statsort [NUM_STATS];
658
659 for (;;)
660 {
764 int sum=0; 661 int sum = 0;
765 int i = 0, j = 0; 662 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 663 sum += statsort [i] = roll_stat ();
767 664
768 do { 665 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 666 break;
770 op->stats.Dex=roll_stat(); 667 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 668
781 /* Sort the stats so that rerolling is easier... */ 669 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 670 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 671
790 /* a quick and dirty bubblesort? */ 672 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 673 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 674
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 675 stats.exp = 0;
821 op->stats.ac=0; 676 stats.ac = 0;
822 677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
823 op->contr->levhp[1] = 9; 684 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 685 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 686 contr->levgrace[1] = 3;
826 687
827 fix_player(op); 688 contr->orig_stats = stats;
689 }
690}
691
692void
693object::swap_stats (int a, int b)
694{
695 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
696
697 for (int i = 0; i < NUM_STATS; ++i)
698 stats.stat (i) = contr->orig_stats.stat (i);
699
700 //TODO: the following code looks so borked and should, at the very least,
701 // be merged with the similar code in roll_stats
702 stats.ac = 0;
703
704 level = 1;
705 stats.exp = 0;
706 stats.ac = 0;
707
828 op->stats.hp = op->stats.maxhp; 708 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 709 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 710 stats.grace = stats.maxgrace;
711
712 if (contr)
713 {
714 contr->levhp[1] = 9;
715 contr->levsp[1] = 6;
716 contr->levgrace[1] = 3;
717
831 op->contr->orig_stats=op->stats; 718 contr->orig_stats = stats;
719 }
832} 720}
833 721
834void Roll_Again(object *op) 722static void
723start_info (object *op)
835{ 724{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 725 char buf[MAX_BUF];
844 726
845 if ( op->contr->Swap_First == -1 ) { 727 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 728 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 729}
953 730
954/* This function takes the key that is passed, and does the 731/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 732 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 733 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 734 * separate race and class; this actually changes the RACE,
958 * not the class. 735 * not the class.
959 */ 736 */
960 737void
961int key_change_class(object *op, char key) 738player::chargen_race_done ()
962{ 739{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 740 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 741 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 742
743 treasurelist *tl = treasurelist::find ("starting_wealth");
744 if (tl)
745 create_treasure (tl, ob, 0, 0, 0);
746
977 INVOKE_PLAYER (BIRTH, op->contr); 747 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 748 INVOKE_PLAYER (LOGIN, ob->contr);
979 749
980 op->contr->state=ST_PLAYING; 750 ob->contr->ns->state = ST_PLAYING;
981 751
982 if (op->msg) { 752 if (ob->msg)
983 free_string(op->msg); 753 ob->msg = 0;
984 op->msg=NULL;
985 }
986 754
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 755 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 756 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 757 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 758 esrv_send_inventory (ob, ob);
1001 fix_player(op); 759 ob->update_stats ();
1002 760
1003 /* This moves the player to a different start map, if there 761 /* This moves the player to a different start map, if there
1004 * is one for this race 762 * is one for this race
1005 */ 763 */
1006 if(*first_map_ext_path) { 764 if (*first_map_ext_path)
1007 object *tmp; 765 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 766 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 767 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 768}
1023 return 0;
1024 }
1025 769
770void
771player::chargen_race_next ()
772{
1026 /* Following actually changes the race - this is the default command 773 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 774 * if we don't match with one of the options above.
1028 */ 775 */
1029 776
1030 tmp_loop = 0; 777 do
1031 while(!tmp_loop) { 778 {
1032 const char *name = add_string (op->name); 779 shstr name = ob->name;
1033 int x = op->x, y = op->y; 780 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 781
1035 remove_ob (op); 782 ob->remove_statbonus ();
783 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 784 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 785 ob->arch->copy_to (ob);
1038 op->instantiate (); 786 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 787 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 788 ob->name = ob->name_pl = name;
1041 op->name = name; 789 ob->x = x;
1042 free_string(op->name_pl); 790 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 791 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 792 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 793 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 794 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 795 }
796 while (!allowed_class (ob));
797
1055 update_object(op,UP_OBJ_FACE); 798 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 799 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 800 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 801 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 802 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 803 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 804}
1066 805
1067int key_confirm_quit(object *op, char key) 806void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 807flee_player (object *op)
808{
1113 int dir,diff; 809 int dir, diff;
1114 rv_vector rv; 810 rv_vector rv;
1115 811
1116 if(op->stats.hp < 0) { 812 if (op->stats.hp < 0)
813 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 814 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 815 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 816 return;
817 }
818
819 if (!op->enemy)
1120 } 820 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 821 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 822 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 823 return;
1126 } 824 }
1127 825
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 826 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
827 {
1139 op->enemy=NULL; 828 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 829 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 830 return;
1142 } 831 }
832
1143 get_rangevector(op, op->enemy, &rv, 0); 833 get_rangevector (op, op->enemy, &rv, 0);
1144 834
1145 dir=absdir(4+rv.direction); 835 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 836 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 837 {
838 int m = 1 - rndm (2) * 2;
839
840 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
841 return;
842 }
843
1153 /* Cornered, get rid of scared */ 844 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 845 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 846 op->enemy = NULL;
1156} 847}
1157
1158 848
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 849/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 850 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 851 * stop.
1162 */ 852 */
853int
1163int check_pick(object *op) { 854check_pick (object *op)
855{
1164 object *tmp, *next; 856 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 857 int stop = 0;
1167 int j, k, wvratio; 858 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 859
1171 /* if you're flying, you cna't pick up anything */ 860 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 861 if (op->move_type & MOVE_FLYING)
1173 return 1; 862 return 1;
1174 863
1175 op_tag = op->count;
1176
1177 next = op->below; 864 next = op->below;
1178 if (next) 865
1179 next_tag = next->count; 866 int cnt = MAX_ITEM_PER_DROP;
867#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 868
1181 /* loop while there are items on the floor that are not marked as 869 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 870 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 871 while (next && !next->destroyed ())
1184 { 872 {
1185 tmp = next; 873 tmp = next;
1186 next = tmp->below; 874 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 875
1190 if (was_destroyed (op, op_tag)) 876 if (cnt <= 0)
877 {
878 op->failmsg ("Couldn't pickup all items at once.");
879 return 0;
880 }
881
882 if (op->destroyed ())
1191 return 0; 883 return 0;
1192 884
1193 if ( ! can_pick (op, tmp)) 885 if (!can_pick (op, tmp))
1194 continue; 886 continue;
1195 887
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 888 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 889 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 890 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 891 CHK_PICK_PICKUP;
892
1200 continue; 893 continue;
1201 } 894 }
1202 895
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 896 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 897 if (op->contr->mode & PU_DEBUG)
1240 { 898 {
1241 /* some debugging code to figure out item information */ 899 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 900 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 901 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 902 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 903 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 904 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 905
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 906 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 907 }
908
909 if (op->contr->mode & PU_INHIBIT)
910 return 1;
911
912 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
913 return 1;
914
1280 /* philosophy: 915 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 916 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 917 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 918 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 919 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 920 * example.
1286 * The drawback: right now it has no frontend, so you need to 921 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 922 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 923 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 926 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 927 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 928 * meaning if any test passes, the item gets picked up. */
1294 929
1295 /* if mode is set to pick nothing up, return */ 930 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 931 if (op->contr->mode == PU_NOTHING)
932 return 1;
1298 933
1299 /* if mode is set to stop when encountering objects, return */ 934 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 935 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 936 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 937 if (op->contr->mode & PU_STOP)
938 return 0;
1304 939
1305 /* useful for going into stores and not losing your settings... */ 940 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 941 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 942 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 943 if (op->contr->mode & PU_INHIBIT)
944 return 1;
1309 945
1310 /* prevent us from turning into auto-thieves :) */ 946 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 947 if (QUERY_FLAG (tmp, FLAG_UNPAID))
948 continue;
1312 949
1313 /* ignore known cursed objects */ 950 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 951 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
952 continue;
1315 953
1316 /* all food and drink if desired */ 954 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 955 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 956 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 957 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1321 if(op->contr->mode & PU_DRINK) 963 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 964 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
1324 969
1325 if(op->contr->mode & PU_POTION) 970 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 971 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1328 976
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 977 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 978 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 979 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
1333 if(op->contr->mode & PU_SKILLSCROLL) 985 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 986 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
1336 if(op->contr->mode & PU_READABLES) 992 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 993 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 994 {
995 CHK_PICK_PICKUP;
996 continue;
997 }
1339 998
1340 /* wands/staves/rods/horns */ 999 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1000 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1001 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1344 1006
1345 /* pick up all magical items */ 1007 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1008 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1009 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1349 1014
1350 if(op->contr->mode & PU_VALUABLES) 1015 if (op->contr->mode & PU_VALUABLES)
1351 { 1016 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1017 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1354 } 1022 }
1355 1023
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1024 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1025 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1026 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1027 {
1028 CHK_PICK_PICKUP;
1029 continue;
1030 }
1031
1032 /* we don't forget dragon food */
1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1360 1039
1361 /* bows and arrows. Bows are good for selling! */ 1040 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1041 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1042 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1365 if(op->contr->mode & PU_ARROW) 1048 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1049 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1368 1054
1369 /* all kinds of armor etc. */ 1055 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1056 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1057 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1373 if(op->contr->mode & PU_HELMET) 1063 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1064 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1376 if(op->contr->mode & PU_SHIELD) 1070 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1071 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1379 if(op->contr->mode & PU_BOOTS) 1077 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1078 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1382 if(op->contr->mode & PU_GLOVES) 1084 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1085 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1385 if(op->contr->mode & PU_CLOAK) 1091 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1092 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1388 1097
1389 /* hoping to catch throwing daggers here */ 1098 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1099 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1100 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1393 1105
1394 /* careful: chairs and tables are weapons! */ 1106 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1107 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1108 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1109 if (tmp->type == WEAPON)
1398 { 1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1111 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1112 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1113 continue;
1402 } 1114 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1115 }
1410 1116
1411 /* misc stuff that's useful */ 1117 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1118 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1415 1124
1416 /* any of the last 4 bits set means we use the ratio for value 1125 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1126 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1127 if (op->contr->mode & PU_RATIO)
1419 { 1128 {
1420 /* use value density to decide what else to grab */ 1129 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1130 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1132 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1133 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1135 {
1427 pick_up(op, tmp);
1428#if 0 1136#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1138 if (tmp->name != NULL)
1139 {
1431 fprintf(stderr,"%s", tmp->name); 1140 fprintf (stderr, "%s", tmp->name);
1432 } 1141 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1142 else
1143 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1144 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1146#endif
1437 continue; 1147 CHK_PICK_PICKUP;
1438 } 1148 continue;
1149 }
1150 } /* the new pickup model */
1439 } 1151 }
1440 } /* the new pickup model */ 1152
1441 }
1442 return ! stop; 1153 return !stop;
1443} 1154}
1444 1155
1445/* 1156/*
1446 * Find an arrow in the inventory and after that 1157 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1158 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1159 * found object is returned.
1449 */ 1160 */
1161object *
1450object *find_arrow(object *op, const char *type) 1162find_arrow (object *op, const char *type)
1451{ 1163{
1452 object *tmp = NULL; 1164 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1165 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1166 return splay (tmp);
1453 1167
1454 for(op=op->inv; op; op=op->below) 1168 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1169 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1170 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1171 {
1458 else if (op->type==ARROW && op->race==type) 1172 splay (tmp);
1173 return arrow;
1174 }
1175
1459 return op; 1176 return 0;
1460 return tmp;
1461} 1177}
1462 1178
1463/* 1179/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1180 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1181 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1182 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1183 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1184 */
1469 1185object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1186find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1187{
1472 object *tmp = NULL, *arrow, *ntmp; 1188 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1189 int attacknum, attacktype, betterby = 0, i;
1474 1190
1475 if (!type) 1191 if (!type)
1476 return NULL; 1192 return NULL;
1477 1193
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1194 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1195 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1196 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1197 {
1198 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1199 ntmp = find_better_arrow (arrow, target, type, &i);
1200
1483 if (i > betterby) { 1201 if (i > betterby)
1484 tmp = ntmp; 1202 {
1485 betterby = i; 1203 tmp = ntmp;
1486 } 1204 betterby = i;
1205 }
1206 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1207 else if (arrow->type == ARROW && arrow->race == type)
1208 {
1488 /* allways prefer assasination/slaying */ 1209 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1210 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1211 {
1491 if (arrow->attacktype & AT_DEATH) { 1212 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1213 {
1493 return arrow; 1214 *better = 100;
1494 } else { 1215 return arrow;
1495 tmp = arrow; 1216 }
1217 else
1218 {
1219 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1220 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1221 }
1498 } else { 1222 }
1223 else
1224 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1225 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1226 {
1500 attacktype = 1<<attacknum; 1227 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1228 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1229 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1230 {
1231 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1232 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1233 }
1506 } 1234 }
1235
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1236 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1237 {
1238 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1239 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1240 }
1241
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1242 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1243 {
1244 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1245 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1246 }
1247 }
1248 }
1515 } 1249 }
1516 } 1250
1517 }
1518 if (tmp == NULL && arrow == NULL) 1251 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1252 return find_arrow (op, type);
1520 1253
1521 *better = betterby; 1254 *better = betterby;
1522 return tmp; 1255 return tmp;
1523} 1256}
1524 1257
1525/* looks in a given direction, finds the first valid target, and calls 1258/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1259 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1260 * op = the shooter
1528 * type = bow->race 1261 * type = bow->race
1529 * dir = fire direction 1262 * dir = fire direction
1530 */ 1263 */
1531 1264object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1265pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1266{
1534 object *tmp = NULL; 1267 object *tmp = NULL;
1535 mapstruct *m; 1268 maptile *m;
1536 int i, mflags, found, number; 1269 int i, mflags, found, number;
1537 sint16 x, y; 1270 sint16 x, y;
1538 1271
1539 if (op->map == NULL) 1272 if (op->map == NULL)
1540 return find_arrow(op, type); 1273 return find_arrow (op, type);
1541 1274
1542 /* do a dex check */ 1275 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1276 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1277 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1278 return find_arrow (op, type);
1546 1279
1547 m = op->map; 1280 m = op->map;
1548 x = op->x; 1281 x = op->x;
1549 y = op->y; 1282 y = op->y;
1550 1283
1551 /* find the first target */ 1284 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1285 for (i = 0, found = 0; i < 20; i++)
1286 {
1553 x += freearr_x[dir]; 1287 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1288 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1289 mflags = get_map_flags (m, &m, x, y, &x, &y);
1290
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1291 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1292 {
1558 break; 1293 tmp = 0;
1294 break;
1295 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1296 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1297 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1298 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1299 * perhaps a bad assumption.
1562 */ 1300 */
1563 tmp = NULL; 1301 tmp = 0;
1564 break; 1302 break;
1565 } 1303 }
1304
1566 if (mflags & P_IS_ALIVE) { 1305 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1306 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1307 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1308 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1309 }
1576 if (tmp == NULL) 1310
1311 if (!tmp)
1577 return find_arrow(op, type); 1312 return find_arrow (op, type);
1578 1313
1579 if (tmp->head) 1314 if (tmp->head)
1580 tmp = tmp->head; 1315 tmp = tmp->head;
1581 1316
1582 return find_better_arrow(op, tmp, type, &i); 1317 return find_better_arrow (op, tmp, type, &i);
1583} 1318}
1584 1319
1585/* 1320/*
1586 * Creature fires a bow - op can be monster or player. Returns 1321 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1322 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1325 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1326 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1327 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1328 * player fire modes.
1594 */ 1329 */
1330int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1331fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1332{
1598 object *left, *bow; 1333 object *left, *bow;
1599 tag_t left_tag, tag; 1334 int mflags;
1600 int bowspeed, mflags; 1335 maptile *m;
1601 mapstruct *m;
1602 1336
1603 if (!dir) { 1337 if (!dir)
1338 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1339 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1340 return 0;
1341 }
1342
1343 if (op->contr)
1344 bow = op->current_weapon;
1345 else
1606 } 1346 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1347 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1348 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1349 * don't need to switch back and forth between bows and weapons.
1613 */ 1350 */
1614 if(bow->type==BOW) 1351 if (bow->type == BOW)
1615 break; 1352 break;
1616 1353
1617 if (!bow) { 1354 if (!bow)
1355 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1356 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1357 return 0;
1620 } 1358 }
1359
1360 // optimisation: move object to top so we will find it quickly again
1361 splay (bow);
1621 } 1362 }
1363
1622 if( !bow->race || !bow->skill) { 1364 if (!bow->race || !bow->skill)
1365 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1367 return 0;
1625 } 1368 }
1626 1369
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1370 if (arrow == NULL)
1371 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1372 if ((arrow = find_arrow (op, bow->race)) == NULL)
1373 {
1637 if (op->type == PLAYER) 1374 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1375 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1376 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1377 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1378 CLEAR_FLAG (op, FLAG_READY_BOW);
1379
1643 return 0; 1380 return 0;
1644 } 1381 }
1645 } 1382 }
1383
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1384 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1385 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1386 return 0;
1649 } 1387
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1388 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1389 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1391 return 0;
1653 } 1392 }
1654 1393
1655 /* this should not happen, but sometimes does */ 1394 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1395 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1396 {
1397 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1398 arrow->destroy ();
1399 return 0;
1400 }
1661 1401
1662 left = arrow; /* these are arrows left to the player */ 1402 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1403 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1404 if (!arrow)
1665 if (arrow == NULL) { 1405 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1406 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1407 return 0;
1668 return 0;
1669 } 1408 }
1670 set_owner(arrow, op); 1409
1671 if (arrow->skill) free_string(arrow->skill); 1410 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1411 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1412 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1413
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1414 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1415 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1416 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1417 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1418
1690 /* Note that this was different for monsters - they got their level 1419#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1420 if (player *pl = op->contr)
1692 */
1693 1421 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1422 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1423
1424 /* penalize ROF for bestarrow */
1425 if (pl->bowtype == bow_bestarrow)
1426 speed *= .9f;
1427 else
1428 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1429
1430 op->speed_left += speed - op->speed;
1431 }
1432#endif
1433
1434 SET_ANIMATION (arrow, arrow->direction);
1435
1698 /* update the speed */ 1436 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1437 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1438 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1439
1704 if (arrow->speed < 1.0) 1440 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1441 arrow->speed_left = 0;
1708 1442
1443 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1444
1709 if (op->type == PLAYER) { 1445 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1446 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1447 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1448 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1449
1450 if (!arrow->slaying)
1451 arrow->slaying = op->slaying;
1452
1453 arrow->attacktype |= op->attacktype;
1454 }
1455 else
1456 {
1720 arrow->level = op->level; 1457 arrow->level = op->level;
1721 } 1458 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1459
1460 if (!arrow->slaying)
1461 arrow->slaying = bow->slaying;
1462
1723 arrow->attacktype |= bow->attacktype; 1463 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1464 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1465
1727 arrow->map = m; 1466 wc -= arrow->level;
1467 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1468
1469 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1470 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1471 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1472
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1473 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1474 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1475
1735 if (!was_destroyed(arrow, tag)) 1476 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1477 move_arrow (arrow);
1737 1478
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1479 return 1;
1745} 1480}
1746 1481
1747/* Special fire code for players - this takes into 1482/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1483 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1484 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1485 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1486 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1487 * hence the function name.
1753 */ 1488 */
1489int
1754int player_fire_bow(object *op, int dir) 1490player_fire_bow (object *op, int dir)
1755{ 1491{
1756 int ret=0, wcmod=0; 1492 int ret;
1757 1493
1758 if (op->contr->bowtype == bow_bestarrow) { 1494 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1495 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1496 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1497 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1498 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1499 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1500 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1501 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1502 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1503 else if (op->contr->bowtype == bow_threewide)
1504 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1505 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1506 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1507 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1508 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1509 else if (op->contr->bowtype == bow_spreadshot)
1510 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1511 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1512 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1513 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1514 }
1776 } else { 1515 else
1516 {
1777 /* Simple case */ 1517 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1518 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1519 }
1520
1780 return ret; 1521 return ret;
1781} 1522}
1782
1783 1523
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1524/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1525 * Broken apart from 'fire' to keep it more readable.
1786 */ 1526 */
1527void
1787void fire_misc_object(object *op, int dir) 1528fire_misc_object (object *op, int dir)
1788{ 1529{
1789 object *item; 1530 object *item = op->contr->ranged_ob;
1790 1531
1791 if (!op->contr->ranges[range_misc]) { 1532 if (!item)
1533 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1535 return;
1794 } 1536 }
1795 1537
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1538 if (!item->inv)
1539 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1540 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1541 return;
1800 } 1542 }
1801 if (item->type == WAND) { 1543
1802 if(item->stats.food<=0) { 1544 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1545 return;
1806 } 1546
1547 if (item->type == WAND)
1548 {
1549 if (item->stats.food <= 0)
1550 {
1551 op->contr->play_sound (sound_find ("wand_poof"));
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1553
1554 return;
1555 }
1556 }
1557 else if (item->type == ROD || item->type == HORN)
1558 {
1559 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1560
1561 // using the maximum of the rods charge allows at least one spell cast
1562 // for a rod or horn, this fixes some broken rods.
1563 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566
1567 if (item->type == ROD)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1569 else
1570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1571
1572 return;
1573 }
1574 }
1575
1576 if (cast_spell (op, item, dir, item->inv, NULL))
1577 {
1578 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1579
1580 if (item->type == WAND)
1581 {
1582 if (!(--item->stats.food))
1583 {
1584 object *tmp;
1585
1586 if (item->arch)
1587 {
1588 CLEAR_FLAG (item, FLAG_ANIMATE);
1589 item->face = item->arch->face;
1590 item->set_speed (0);
1591 }
1592
1593 if (object *pl = item->visible_to ())
1594 esrv_update_item (UPD_ANIM, pl, item);
1595 }
1596 }
1807 } else if (item->type == ROD || item->type==HORN) { 1597 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1598 drain_rod_charge (item);
1837 }
1838 } 1599 }
1839} 1600}
1840 1601
1841/* Received a fire command for the player - go and do it. 1602/* Received a fire command for the player - go and do it.
1842 */ 1603 */
1604bool
1843void fire(object *op,int dir) { 1605fire (object *op, int dir)
1606{
1844 int spellcost=0; 1607 int spellcost = 0;
1845 1608
1609 player *pl = op->contr;
1610
1611 if (pl->golem)
1612 {
1613 control_golem (op->contr->golem, dir);
1614 return false;
1615 }
1616
1617 object *ob = pl->ranged_ob;
1618
1619 if (!ob)
1620 return false;
1621
1622 if (op->speed_left > 0.f)
1623 --op->speed_left;
1624 else
1625 return false;
1626
1627 if (!op->change_weapon (ob))
1628 return false;
1629
1846 /* check for loss of invisiblity/hide */ 1630 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1631 if (action_makes_visible (op))
1632 make_visible (op);
1848 1633
1849 switch(op->contr->shoottype) { 1634 switch (ob->type)
1850 case range_none: 1635 {
1851 return; 1636 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1637 player_fire_bow (op, dir);
1855 return; 1638 break;
1856 1639
1857 case range_magic: /* Casting spells */ 1640 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1641 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1642 break;
1860 1643
1861 case range_misc: 1644 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1645 apply_map_builder (op, dir);
1886 return; 1646 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1647
1648 case SKILL:
1649 do_skill (op, op, ob, dir, 0);
1650 break;
1893 1651
1652 default:
1653 fire_misc_object (op, dir);
1654 break;
1655 }
1656
1657 return true;
1658}
1894 1659
1895/* find_key 1660/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1661 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1662 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1663 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1665 * pl is the player,
1901 * inv is the objects inventory to searched 1666 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1667 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1668 * This function can be called recursively to search containers.
1904 */ 1669 */
1905 1670object *
1906object * find_key(object *pl, object *container, object *door) 1671find_key (object *pl, object *container, object *door)
1907{ 1672{
1908 object *tmp,*key; 1673 object *tmp, *key;
1909 1674
1910 /* Should not happen, but sanity checking is never bad */ 1675 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1676 if (!container->inv)
1677 return 0;
1912 1678
1913 /* First, lets try to find a key in the top level inventory */ 1679 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1680 for (tmp = container->inv; tmp; tmp = tmp->below)
1681 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1682 if (door->type == DOOR && tmp->type == KEY)
1683 break;
1684
1916 /* For sanity, we should really check door type, but other stuff 1685 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1686 * (like containers) can be locked with special keys
1918 */ 1687 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1688 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1689 break;
1921 } 1690 }
1691
1922 /* No key found - lets search inventories now */ 1692 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1693 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1694 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1695 * a key, return
1926 */ 1696 */
1927 if (!tmp) { 1697 if (!tmp)
1698 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1699 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 /* No reason to search empty containers */ 1700 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1701 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1702 if ((key = find_key (pl, tmp, door)))
1703 return key;
1704
1705 if (!tmp)
1706 return 0;
1932 } 1707 }
1933 } 1708
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1709 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1710 * see if we actually want to use it
1938 */ 1711 */
1939 if (pl!=container) { 1712 if (pl != container)
1713 {
1940 /* Only let players use keys in containers */ 1714 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1715 if (!pl->contr)
1716 return 0;
1717
1942 /* cases where this fails: 1718 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1719 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1720 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1721 * If the container is not active, return now since only active
1946 * containers can be used. 1722 * containers can be used.
1947 * If we only search keyrings and the container does not have 1723 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1724 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1725 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1726 * inv must have been an container and must have been active.
1951 * 1727 *
1952 * Change the color so that the message doesn't disappear with 1728 * Change the color so that the message doesn't disappear with
1953 * all the others. 1729 * all the others.
1954 */ 1730 */
1955 if (pl->contr->usekeys == key_inventory || 1731 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1732 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1733 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1734 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1735 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1736 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1737 return NULL;
1964 } 1738 }
1965 } 1739 }
1740
1966 return tmp; 1741 return tmp;
1967} 1742}
1968 1743
1969/* moved door processing out of move_player_attack. 1744/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1745 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1746 * such that the caller should not do anything more,
1972 * 0 otherwise 1747 * 0 otherwise
1973 */ 1748 */
1749static int
1974static int player_attack_door(object *op, object *door) 1750player_attack_door (object *op, object *door)
1975{ 1751{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1752 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1753 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1754 * otherwise, we fall through to the rest of the code.
1980 */ 1755 */
1981 object *key=find_key(op, op, door); 1756 object *key = find_key (op, op, door);
1982 1757
1983 /* IF we found a key, do some extra work */ 1758 /* If we found a key, do some extra work */
1984 if (key) { 1759 if (key)
1760 {
1985 object *container=key->env; 1761 object *container = key->env;
1986 1762
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1763 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1764 make_visible (op);
1765
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1766 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1767 spring_trap (door->inv, op);
1768
1990 if (door->type == DOOR) { 1769 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1770 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1771 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1772 {
1995 "You open the door with the %s", query_short_name(key)); 1773 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1774 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1775 }
1776
1998 /* Do this after we print the message */ 1777 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1778 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1779
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1780 return 1; /* Nothing more to do below */
1781 }
2004 } else if (door->type==LOCKED_DOOR) { 1782 else if (door->type == LOCKED_DOOR)
1783 {
2005 /* Might as well return now - no other way to open this */ 1784 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1785 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1786 return 1;
2008 } 1787 }
1788
2009 return 0; 1789 return 0;
2010} 1790}
2011 1791
2012/* This function is just part of a breakup from move_player. 1792/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1793 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1794 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1795 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1796 * going to try and move (not fire weapons).
2017 */ 1797 */
2018 1798bool
2019void move_player_attack(object *op, int dir) 1799move_player_attack (object *op, int dir)
2020{ 1800{
2021 object *tmp, *mon; 1801 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1802 {
1803 --op->speed_left;
1804 return true;
1805 }
1806
2023 int on_battleground; 1807 int on_battleground;
2024 mapstruct *m;
2025 1808
2026 nx=freearr_x[dir]+op->x; 1809 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1810 sint16 ny = freearr_y[dir] + op->y;
2028 1811
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1812 on_battleground = op_on_battleground (op, 0, 0);
2030 1813
1814 if (out_of_map (op->map, nx, ny))
1815 return false;
1816
2031 /* If braced, or can't move to the square, and it is not out of the 1817 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1818 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1819 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1820 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1821 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1822 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1823 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1824 * move_ob uses.
2039 */ 1825 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1826 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1827
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1828 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1829 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1830 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1831 * on the space
2057 */ 1832 */
2058 while (tmp!=NULL) { 1833 object *mon;
2059 if (tmp == op) { 1834 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1835 {
2061 continue; 1836 if ((mon->flag [FLAG_ALIVE]
1837 || mon->type == LOCKED_DOOR
1838 || mon->flag [FLAG_CAN_ROLL])
1839 && mon != op)
1840 break;
2062 } 1841 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1842
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 1843 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1844 return false; /* into a wall */
2074 1845
2075 if(mon->head != NULL)
2076 mon = mon->head; 1846 mon = mon->head_ ();
2077 1847
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1848 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1849 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1850 if (player_attack_door (op, mon))
1851 {
1852 --op->contr->weapon_sp_left;
1853 return true;
1854 }
2080 1855
2081 /* The following deals with possibly attacking peaceful 1856 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1857 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1858 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1859 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1860 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1861 * and thus will not push them.
2087 */ 1862 */
2088 1863
2089 /* If the creature is a pet, push it even if the player is not 1864 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 1865 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1866 * player owns it and it is either friendly or unagressive.
2092 */ 1867 */
2093 if ((op->type==PLAYER) 1868 if (op->type == PLAYER
2094#if COZY_SERVER 1869 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1870 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1871 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1872 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1873 {
2106 /* If we're braced, we don't want to switch places with it */ 1874 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1875 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1876 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1877
1878 if (op->speed_left > 0.f)
1879 {
1880 --op->speed_left;
1881
1882 op->play_sound (sound_find ("push_player"));
1883 push_ob (mon, dir, op);
1884
1885 if (action_makes_visible (op))
1886 make_visible (op);
1887
1888 return true;
1889 }
1890 else
1891 return false;
1892 }
1893
2114 /* in certain circumstances, you shouldn't attack friendly 1894 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 1895 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 1896 * someone, but put it inside this loop so that you won't
2117 * attack them either. 1897 * attack them either.
2118 */ 1898 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 1899 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1900 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 1901 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1902 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 1903 && !on_battleground))
1904 {
1905 if (op->speed_left > 0.f)
1906 {
1907 --op->speed_left;
1908
1909 if (!op->contr->braced)
2128 )) { 1910 {
2129 if (!op->contr->braced) { 1911 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1912 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 1913 }
2132 } else { 1914 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 1915 op->statusmsg ("You withhold your attack");
1916
1917 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1918 make_visible (op);
1919
1920 return true;
1921 }
2134 } 1922 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 1923 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1924 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1925 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1926 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1927 {
1928 if (op->speed_left > 0.f)
1929 {
1930 --op->speed_left;
1931
2142 recursive_roll(mon,dir,op); 1932 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1933 if (action_makes_visible (op))
2144 } 1934 make_visible (op);
2145 1935
1936 return true;
1937 }
1938 }
2146 /* Any generic living creature. Including things like doors. 1939 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1940 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 1941 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 1942 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 1943 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1944 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1945 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1946 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1947 {
1948 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1949 {
1950 --op->contr->weapon_sp_left;
2156 1951
2157 /* If the player hasn't hit something this tick, and does 1952 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 1953
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
1958 }
2166 } 1959 }
2167 1960
2168 skill_attack(mon, op, 0, NULL, NULL); 1961 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 1962}
2186 1963
1964bool
2187int move_player(object *op,int dir) { 1965move_player (object *op, int dir)
1966{
2188 int pick; 1967 int pick;
2189 1968
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1969 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 1970 return 0;
1971
1972 /* Sanity check: make sure dir is valid */
1973 if ((dir < 0) || (dir >= 9))
1974 {
1975 LOG (llevError, "move_player: invalid direction %d\n", dir);
1976 return 0;
1977 }
1978
1979 /* peterm: added following line */
1980 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
1981 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1982
1983 op->facing = dir;
1984
1985 if (op->flag [FLAG_HIDDEN])
1986 do_hidden_move (op);
1987
1988 bool retval;
1989
1990 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1991 retval = RESULT_INT (0);
1992 else if (op->contr->fire_on)
1993 retval = fire (op, dir);
1994 else
1995 {
1996 retval = move_player_attack (op, dir);
1997 pick = check_pick (op);
1998 }
1999
2000 /* Add special check for newcs players and fire on - this way, the
2001 * server can handle repeat firing.
2002 */
2003 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2004 op->direction = dir;
2005 else
2006 op->direction = 0;
2007
2008 /* Update how the player looks. Use the facing, so direction may
2009 * get reset to zero. This allows for full animation capabilities
2010 * for players.
2011 */
2012 animate_object (op, op->facing);
2013
2014 return retval;
2229} 2015}
2230 2016
2231/* This is similar to handle_player, below, but is only used by the 2017/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2018 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2019 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2020 * the new speed values for commands.
2235 * 2021 *
2236 * Returns true if there are more actions we can do. 2022 * Returns true if there are more actions we can do. Should not do
2023 * many actions in a row, as that would be too unfair to other
2024 * players.
2237 */ 2025 */
2026bool
2238int handle_newcs_player(object *op) 2027handle_newcs_player (object *op)
2239{ 2028{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2029 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2030 {
2031 if (op->speed_left > 0.f)
2032 {
2033 --op->speed_left;
2034 flee_player (op);
2264 2035
2265 /* I've been seeing crashes where the golem has been destroyed, but 2036 return true;
2266 * the player object still points to the defunct golem. The code that 2037 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2038 else
2268 * put this in a a workaround to clean up the golem pointer. 2039 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2040 }
2276 2041
2277 /* call this here - we also will call this in do_ericserver, but 2042 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2043 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2044 * called, so we recheck it here.
2280 */ 2045 */
2281 HandleClient(&op->contr->socket, op->contr); 2046 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2047 return true;
2283 2048
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2049 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2050 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2051
2294 else return 0; 2052 return false;
2295 } 2053}
2054
2055int
2056save_life (object *op)
2057{
2058 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2059 return 0;
2297}
2298 2060
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2061 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2062 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2063 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2064 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2065 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2066
2311 if (op->contr) 2067 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2068 CLEAR_FLAG (op, FLAG_LIFESAVE);
2069
2316 if(op->stats.hp<0) 2070 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2071 op->stats.hp = op->stats.maxhp;
2072
2318 if(op->stats.food<0) 2073 if (op->stats.food < 0)
2319 op->stats.food = 999; 2074 op->stats.food = 999;
2320 fix_player(op); 2075
2076 op->update_stats ();
2321 return 1; 2077 return 1;
2322 } 2078 }
2079
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2080 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2081 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2082 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2083 return 0;
2327} 2084}
2328 2085
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2086/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2087 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2088 * function will descend into containers. op is the object to start the search
2332 * from. 2089 * from.
2333 */ 2090 */
2091static void
2334void remove_unpaid_objects(object *op, object *env) 2092drop_unpaid_items (object *op, object *env)
2335{ 2093{
2336 object *next;
2337
2338 while (op) { 2094 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2095 {
2340 * we remove object 'op' 2096 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2097
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2098 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2099 op->insert_at (env);
2344 op->x = env->x; 2100 else if (op->inv)
2345 op->y = env->y; 2101 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2102
2103 op = next;
2104 }
2105}
2106
2107void
2108object::drop_unpaid_items ()
2109{
2110 if (!flag [FLAG_REMOVED])
2111 ::drop_unpaid_items (inv, this);
2112}
2355 2113
2356/* 2114/*
2357 * Returns pointer a static string containing gravestone text 2115 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2116 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2117 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2118 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2119 * but there isn't one in the server directory.
2362 */ 2120 */
2121const char *
2363char *gravestone_text (object *op) 2122gravestone_text (object *op)
2364{ 2123{
2124 static dynbuf_text buf;
2125
2126 buf << "---- R.I.P. ----\n\n"
2127 << op->name;
2128
2129 if (op->type == PLAYER)
2130 buf << " the " << op->contr->title;
2131
2132 buf << "\n\n";
2133
2134 buf << "who was level ";
2135 buf << (sint32)op->level << "\n\n" // OO breakdown
2136 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2137
2138 if (op->type == PLAYER)
2139 buf << "by " << op->contr->killer_name () << ".\n\n";
2140
2141 {
2365 static char buf2[MAX_BUF]; 2142 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2143 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2144 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2145 buf << buf2;
2389 strcat (buf2, buf); 2146 }
2147
2390 return buf2; 2148 return buf;
2391} 2149}
2392 2150
2393 2151void
2394
2395void do_some_living(object *op) { 2152do_some_living (object *op)
2153{
2396 int last_food=op->stats.food; 2154 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2155 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2156 int over_hp, over_sp, over_grace;
2399 int i; 2157 int i;
2400 int rate_hp = 1200; 2158 int rate_hp = 1200;
2401 int rate_sp = 2500; 2159 int rate_sp = 2500;
2402 int rate_grace = 2000; 2160 int rate_grace = 2000;
2403 const int max_hp = 1; 2161 const int max_hp = 1;
2404 const int max_sp = 1; 2162 const int max_sp = 1;
2405 const int max_grace = 1; 2163 const int max_grace = 1;
2406 2164
2407 if (op->contr->outputs_sync) { 2165 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2166 {
2409 if (op->contr->outputs[i].buf!=NULL && 2167 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2168 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2169 * depending on the value of invisible, so we need to
2170 * alternate it here for it to work correctly.
2171 */
2172 if (pticks & 2)
2173 op->invisible--;
2412 } 2174 }
2175 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2176 {
2177 if (!op->invisible--)
2178 {
2179 make_visible (op);
2180 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2181 }
2182 }
2413 2183
2414 if(op->contr->state==ST_PLAYING) { 2184 if (op->contr->ns->state == ST_PLAYING)
2415 2185 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2186 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2187 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2188 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2189 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2190 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2191 {
2192 gen_hp = op->stats.maxhp;
2193 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2194 }
2195
2196 if (op->contr->gen_sp >= 0)
2197 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2198 else
2199 {
2200 gen_sp = op->stats.maxsp;
2201 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2202 }
2203
2204 if (op->contr->gen_grace >= 0)
2205 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2206 else
2207 {
2208 gen_grace = op->stats.maxgrace;
2209 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2210 }
2211
2212 /* Regenerate Grace */
2213 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2214 if (--op->last_grace < 0)
2215 {
2216 if (op->stats.grace < op->stats.maxgrace / 2)
2217 op->stats.grace++; /* no penalty in food for regaining grace */
2218
2219 if (max_grace > 1)
2220 {
2221 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2222 if (over_grace > 0)
2223 {
2224 op->stats.sp += over_grace
2225 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2226 op->last_grace = 0;
2227 }
2228 else
2229 {
2230 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2231 }
2232 }
2233 else
2234 {
2235 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2236 }
2237 /* wearing stuff doesn't detract from grace generation. */
2238 }
2239
2240 if (op->stats.food > 0)
2241 {
2242 /* Regenerate Spell Points */
2243 if (!op->contr->golem && --op->last_sp < 0)
2244 {
2245 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2246
2247 if (op->stats.sp < op->stats.maxsp)
2248 {
2249 op->stats.sp++;
2250
2251 /* dms do not consume food */
2252 if (!QUERY_FLAG (op, FLAG_WIZ))
2253 {
2254 op->stats.food--;
2255
2256 if (op->contr->digestion < 0)
2257 op->stats.food += op->contr->digestion;
2258 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2259 op->stats.food = last_food;
2260 }
2261 }
2262
2263 if (max_sp > 1)
2264 {
2265 over_sp = (gen_sp + 10) / rate_sp;
2266 if (over_sp > 0)
2267 {
2268 if (op->stats.sp < op->stats.maxsp)
2269 {
2270 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2271
2272 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2273 op->stats.sp--;
2274
2275 if (op->stats.sp > op->stats.maxsp)
2276 op->stats.sp = op->stats.maxsp;
2277 }
2278
2279 op->last_sp = 0;
2280 }
2281 else
2282 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2283 }
2284 else
2285 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2286 }
2287
2288 /* Regenerate Hit Points */
2289 if (--op->last_heal < 0)
2290 {
2291 if (op->stats.hp < op->stats.maxhp)
2292 {
2293 op->stats.hp++;
2294
2295 /* dms do not consume food */
2296 if (!QUERY_FLAG (op, FLAG_WIZ))
2297 {
2298 op->stats.food--;
2299
2300 if (op->contr->digestion < 0)
2301 op->stats.food += op->contr->digestion;
2302 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2303 op->stats.food = last_food;
2304 }
2305 }
2306
2307 if (max_hp > 1)
2308 {
2309 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2310
2311 if (over_hp > 0)
2312 {
2313 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2314 op->last_heal = 0;
2315 }
2316 else
2317 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2318 }
2319 else
2320 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2321 }
2322 }
2323
2324 /* Digestion */
2325 if (--op->last_eat < 0)
2326 {
2327 int bonus = max (0, op->contr->digestion),
2328 penalty = max (0, -op->contr->digestion);
2329
2330 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2331
2534 /* dms do not consume food */ 2332 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2333 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2334 op->stats.food--;
2537 } 2335 }
2538 2336
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2337 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2338 {
2339 object *flesh = 0;
2541 2340
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2341 for_inv_removable (op, tmp)
2342 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2343 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2344 continue;
2345
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2346 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2347 {
2546 manual_apply(op,tmp,0); 2348 op->statusmsg ("You blindly grab for a bite of food. "
2349 "H<To prevent you from starving, you ate some random item from your backpack.>");
2350 manual_apply (op, tmp, 0);
2351
2547 if(op->stats.food>=0||op->stats.hp<0) 2352 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2353 break;
2549 } 2354 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2355 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2356 flesh = tmp;
2552 } /* end of for loop */ 2357 }
2358
2553 /* If player is still starving, it means they don't have any food, so 2359 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2360 * eat flesh instead.
2555 */ 2361 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2362 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2363 {
2364 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2366 manual_apply (op, flesh, 0);
2559 } 2367 }
2560 } /* end if player is starving */
2561 2368
2562 while(op->stats.food<0&&op->stats.hp>0) 2369 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2370 if (op->stats.food < 0)
2564 2371 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2372 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2373 }
2374
2375 if (op->stats.food < 0)
2376 {
2377 op->stats.hp += op->stats.food;
2378 op->stats.food = 0;
2379
2380 if (op->stats.hp < 0)
2381 {
2382 op->contr->killer = archetype::get ("killer_starvation");
2383 op->contr->killer->destroy ();
2384 }
2385 }
2386
2387 /* killer should be set here already */
2388 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2389 kill_player (op);
2390 }
2391}
2570 2392
2571/* If the player should die (lack of hp, food, etc), we call this. 2393/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2394 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2395 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2396 * file.
2575 */ 2397 */
2398void
2576void kill_player(object *op) 2399kill_player (object *op)
2577{ 2400{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2401 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2402 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2403 int will_kill_again;
2587 archetype *at; 2404 archetype *at;
2588 object *tmp; 2405 object *tmp;
2589 2406
2590 if(save_life(op)) 2407 if (save_life (op))
2591 return; 2408 return;
2592 2409
2410 dynbuf_text deathtab;
2593 2411
2412 /* restore player */
2413 at = archetype::find ("poisoning");
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your body feels cleansed...\r";
2418 }
2419
2420 at = archetype::find ("confusion");
2421 if (object *tmp = present_arch_in_ob (at, op))
2422 {
2423 tmp->destroy ();
2424 deathtab << "Your mind feels clearer...\r";
2425 }
2426
2427 cure_disease (op, 0, 0); /* remove any disease */
2428
2429 max_it (op->stats.hp , op->stats.maxhp);
2430 max_it (op->stats.sp , op->stats.maxsp);
2431 max_it (op->stats.grace, op->stats.maxgrace);
2432
2433 if (op->stats.food <= 0)
2434 op->stats.food = 999;
2435
2436 // remove all spell effects that are active
2437 // to avoid long-term effects such as word-of-recall
2438 for (object *item = op->inv; item; )
2439 {
2440 object *next = item->below;
2441
2442 if (item->type == SPELL_EFFECT && item->active)
2443 item->destroy ();
2444
2445 item = next;
2446 }
2447
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2448 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2449 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2450 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2451 */
2598 if (op_on_battleground(op, &x, &y)) { 2452 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2453 {
2600 "You have been defeated in combat!"); 2454 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2455
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2456 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2457 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2458 {
2459 tmp->name = format ("%s's finger" , &op->name);
2460 tmp->name_pl = format ("%s's fingers", &op->name);
2461 tmp->msg = format (
2462 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2463 &op->name, op->contr->title,
2464 (int)op->level,
2465 op->contr->killer_name ()
2466 );
2467 tmp->value = 0, tmp->type = 0;
2468 tmp->materialname = "organics";
2469 tmp->insert_at (op, tmp);
2628 { 2470 }
2629 sprintf(buf,"%s's finger",op->name); 2471
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/ 2472 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2473 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2474 op->contr->braced = 0;
2645 return;
2646 }
2647 2475
2476 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2477 return;
2478 }
2479
2480 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2481 deathtab << "T<YOU HAVE DIED>\n\n";
2482
2648 INVOKE_PLAYER (DEATH, op->contr); 2483 INVOKE_PLAYER (DEATH, op->contr);
2649 2484
2650 command_kill_pets (op, 0); 2485 command_kill_pets (op, 0);
2651 2486
2652 if(op->stats.food<0) { 2487 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2488
2673 /* save the map location for corpse, gravestone*/ 2489 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2490 x = op->x;
2491 y = op->y;
2492 map = op->map;
2675 2493
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2494 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2495 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2496 * See the config.h file for a little more in depth detail about this.
2681 */ 2497 */
2682 2498
2683 /* Basically two ways to go - remove a stat permanently, or just 2499 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2500 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2501 * of death.
2686 */ 2502 */
2687#ifndef COZY_SERVER 2503#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2504 if (settings.balanced_stat_loss)
2505 {
2689 /* If stat loss is permanent, lose one stat only. */ 2506 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2507 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2508 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2509 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2510 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2511 little bit harder. */
2695 /* GD */ 2512 /* GD */
2696 if (settings.stat_loss_on_death) 2513 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2514 num_stats_lose = 1;
2698 else 2515 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2516 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2517 }
2518 else
2701 num_stats_lose = 1; 2519 num_stats_lose = 1;
2702 } 2520
2703 lost_a_stat = 0; 2521 lost_a_stat = 0;
2704 2522
2705 for (z=0; z<num_stats_lose; z++) { 2523 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2524 {
2525 i = rndm (NUM_STATS);
2707 2526
2708 if (settings.stat_loss_on_death) { 2527 if (settings.stat_loss_on_death)
2528 {
2709 /* Pick a random stat and take a point off it. Tell the player 2529 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2530 * what he lost.
2711 */ 2531 */
2712 change_attr_value(&(op->stats), i,-1); 2532 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2533 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2534 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2535 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2536 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2537 lost_a_stat = 1;
2718 } else { 2538 }
2539 else
2540 {
2719 /* deplete a stat */ 2541 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2542 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2543 object *dep;
2544
2545 dep = present_arch_in_ob (deparch, op);
2546 if (!dep)
2722 2547 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2548 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2549 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2550 }
2756 if (lose_this_stat) { 2551 lose_this_stat = 1;
2552 if (settings.balanced_stat_loss)
2553 {
2554 /* GD */
2555 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2556 this_stat = get_attr_value (&(dep->stats), i);
2557 if (this_stat < 0)
2558 {
2559 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2560 int keep_chance = this_stat * this_stat;
2561
2562 /* Yes, I am paranoid. Sue me. */
2563 if (keep_chance < 1)
2564 keep_chance = 1;
2565
2566 /* There is a maximum depletion total per level. */
2567 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2568 {
2569 lose_this_stat = 0;
2570 /* Take loss chance vs keep chance to see if we
2571 retain the stat. */
2572 }
2573 else
2574 {
2575 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2576 lose_this_stat = 0;
2577 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2578 this_stat, keep_chance, loss_chance,
2579 lose_this_stat?"LOSE":"KEEP"); */
2580 }
2581 }
2582 }
2583
2584 if (lose_this_stat)
2585 {
2586 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2587 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2588 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2589 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2590 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2591 * difference.
2763 */ 2592 */
2764 if (this_stat>=-50) { 2593 if (this_stat >= -50)
2594 {
2765 change_attr_value(&(dep->stats), i, -1); 2595 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2596 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2597 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2598 op->update_stats ();
2769 lost_a_stat = 1; 2599 lost_a_stat = 1;
2770 } 2600 }
2771 } 2601 }
2602 }
2772 } 2603 }
2773 } 2604
2774 /* If no stat lost, tell the player. */ 2605 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2606 if (!lost_a_stat)
2776 { 2607 {
2777 /* determine_god() seems to not work sometimes... why is this? 2608 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2609 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2610 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2611
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2612 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2613 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 " you.", god); 2614 else
2784 else 2615 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2616 }
2617#else
2618 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2619#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2620
2792 /* Put a gravestone up where the character 'almost' died. List the 2621 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2622 * exp loss on the stone.
2794 */ 2623 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2624 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2625 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2626 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2627 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2628 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2629 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2630 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2631
2809 /**************************************/ 2632 /**************************************/
2810 /* */ 2633 /* */
2811 /* Subtract the experience points, */ 2634 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2635 /* */
2815 /**************************************/ 2636 /**************************************/
2816 2637
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2638 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2639 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2640
2843 /* 2641 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2642 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2643 * and put them back in the map.
2846 * in the map. 2644 */
2847 */ 2645 op->drop_unpaid_items ();
2848 2646
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2647 /****************************************/
2858 /* */ 2648 /* */
2859 /* Move player to his current respawn- */ 2649 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2650 /* position (usually last savebed) */
2861 /* */ 2651 /* */
2862 /****************************************/ 2652 /****************************************/
2863 2653
2864 enter_player_savebed(op); 2654 enter_player_savebed (op);
2865 2655
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2656 op->contr->braced = 0;
2870 save_player(op,1);
2871 2657
2872 /* it is possible that the player has blown something up 2658 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2659 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2660 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2661 * on the space that might harm the player.
2876 */ 2662 */
2877 will_kill_again=0; 2663 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2664 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2665 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2666 will_kill_again |= tmp->attacktype;
2881 } 2667
2882 if (will_kill_again) { 2668 if (will_kill_again)
2669 {
2883 object *force; 2670 object *force;
2884 int at; 2671 int at;
2885 2672
2886 force=get_archetype(FORCE_NAME); 2673 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2674 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2675 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2676 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2677 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2678 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2679 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2680 force->resist[at] = 100;
2894 } 2681
2895 insert_ob_in_ob(force, op); 2682 insert_ob_in_ob (force, op);
2896 fix_player(op); 2683 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 } 2684 }
2955 }
2956 play_again(op);
2957 2685
2958 /* peterm: added to create a corpse at deathsite. */ 2686 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2687}
2972 2688
2973 2689void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2690loot_object (object *op)
2691{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2692 object *tmp, *tmp2, *next;
2976 2693
2977 if (op->container) { /* close open sack first */ 2694 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2695
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2696 for (tmp = op->inv; tmp; tmp = next)
2697 {
2982 next=tmp->below; 2698 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2699
2984 remove_ob(tmp); 2700 if (tmp->invisible)
2701 continue;
2702
2703 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2704 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2705
2987 loot_object(tmp); 2706 if (tmp->type == CONTAINER)
2988 } 2707 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2708
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2709 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2710 {
2991 if(tmp->nrof>1) { 2711 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2712 {
2993 free_object(tmp2); 2713 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2714 insert_ob_in_map (tmp, op->map, NULL, 0);
2715 }
2716 else
2717 tmp->destroy ();
2718 }
2995 } else 2719 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2720 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2721 }
3000} 2722}
3001 2723
3002/* 2724/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2725 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2726 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2727 * was changed.
3006 */ 2728 */
3007 2729void
3008void fix_weight(void) { 2730fix_weight (void)
3009 player *pl; 2731{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2732 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2733 {
3012 if(old == sum) 2734 sint32 old = pl->ob->carrying;
3013 continue; 2735
3014 fix_player(pl->ob); 2736 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2737
3016 pl->ob->name, old, sum); 2738 if (old != pl->ob->carrying)
2739 {
2740 pl->ob->update_stats ();
2741 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2742 }
3017 } 2743 }
3018} 2744}
3019 2745
2746void
3020void fix_luck(void) { 2747fix_luck (void)
3021 player *pl; 2748{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2749 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2750 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2751 pl->ob->change_luck (0);
3025} 2752}
3026
3027 2753
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2754/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2755 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2756 * just treat this as any other spell casting object.
3031 */ 2757 */
3032
3033void 2758void
3034cast_dust (object * op, object * throw_ob, int dir) 2759cast_dust (object *op, object *throw_ob, int dir)
3035{ 2760{
3036 object *skop, *spob; 2761 object *skop, *spob;
3037 2762
3038 skop = find_skill_by_name (op, throw_ob->skill); 2763 skop = find_skill_by_name (op, throw_ob->skill);
3039 2764
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2765 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2766 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2767 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2768 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2769 return;
3046 } 2770 }
3047 2771
3048 spob = throw_ob->inv; 2772 spob = throw_ob->inv;
3049 2773
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2774 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2775 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2776 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2777 if (!spob)
3054 { 2778 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2779 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2780 return;
3058 } 2781 }
3059 2782
3060 if (op->type == PLAYER) 2783 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2784 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2785
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2786 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2787
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2788 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2789}
3069 2790
2791void
3070void make_visible (object *op) { 2792make_visible (object *op)
3071 op->hide = 0; 2793{
2794 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2795 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 2796
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 2797 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2798 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2799 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2800 op->contr->invis_race = 0;
2801 }
2802
2803 update_object (op, UP_OBJ_CHANGE);
2804}
2805
2806int
2807is_true_undead (object *op)
2808{
2809 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2810 return 1;
2811
3089 return 0; 2812 return 0;
3090} 2813}
3091 2814
3092/* look at the surrounding terrain to determine 2815/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2816 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2817 * indicate greater hideability.
3095 */ 2818 */
3096 2819int
3097int hideability(object *ob) { 2820hideability (object *ob)
2821{
3098 int i,level=0, mflag; 2822 int i, level = 0, mflag;
3099 sint16 x,y; 2823 sint16 x, y;
3100 2824
3101 if(!ob||!ob->map) return 0; 2825 if (!ob || !ob->map)
2826 return 0;
3102 2827
3103 /* so, on normal lighted maps, its hard to hide */ 2828 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2829 level = ob->map->darklevel () - 2;
3105 2830
3106 /* this also picks up whether the object is glowing. 2831 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2832 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2833 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2834 if (ob->has_carried_lights ())
2835 level = -(10 + (2 * ob->map->darklevel ()));
3110 2836
3111 /* scan through all nearby squares for terrain to hide in */ 2837 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2838 for (i = 0, x = ob->x, y = ob->y;
2839 i <= SIZEOFFREE1;
2840 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2841 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2842 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2843 if (mflag & P_OUT_OF_MAP)
2844 continue;
2845
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2846 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2847 level += 2;
3117 else /* open terrain! */ 2848 else /* open terrain! */
3118 level -= 1; 2849 level -= 1;
3119 } 2850 }
3120 2851
3121#if 0 2852#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2853 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2854#endif
3124 return level; 2855 return level;
3125} 2856}
3126 2857
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2858/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2859 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2860 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2861 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2862 */
3132 2863void
3133void do_hidden_move (object *op) { 2864do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2865{
3135 object *skop; 2866 int hide = 0;
3136 2867
3137 if(!op || !op->map) return; 2868 if (!op || !op->map)
2869 return;
3138 2870
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2871 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2872 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2873
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2874 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2875 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2876 if (!skop || num >= skop->level)
2877 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2878 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2879 make_visible (op);
3146 return; 2880 return;
3147 } else num += 20;
3148 } 2881 }
2882 else
2883 num += 20;
2884
3149 num += op->map->difficulty; 2885 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 2886 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 2887 num -= hide;
2888
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2889 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2890 {
3153 make_visible(op); 2891 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2892
3155 "You moved out of hiding! You are visible!"); 2893 if (op->type == PLAYER)
2894 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 2895 }
3157 else if (op->type == PLAYER && skop) { 2896 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2897 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 2898}
3161 2899
3162/* determine if who is standing near a hostile creature. */ 2900/* determine if who is standing near a hostile creature. */
3163 2901
2902int
3164int stand_near_hostile( object *who ) { 2903stand_near_hostile (object *who)
2904{
3165 object *tmp=NULL; 2905 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 2906 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 2907 maptile *m;
3168 sint16 x,y; 2908 sint16 x, y;
3169 2909
3170 if(!who) return 0; 2910 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 2911 return 0;
2912
2913 if (who->type == PLAYER)
2914 player = 1;
2915
2916 else
2917 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2918
2919 /* search adjacent squares */
2920 for (i = 1; i < 9; i++)
2921 {
2922 x = who->x + freearr_x[i];
2923 y = who->y + freearr_y[i];
2924 m = who->map;
2925 mflags = get_map_flags (m, &m, x, y, &x, &y);
2926 /* space must be blocked if there is a monster. If not
2927 * blocked, don't need to check this space.
2928 */
2929 if (mflags & P_OUT_OF_MAP)
2930 continue;
2931 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2932 continue;
2933
2934 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2935 {
2936 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2937 return 1;
2938 else if (tmp->type == PLAYER)
2939 {
2940 /*don't let a hidden DM prevent you from hiding */
2941 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2942 return 1;
2943 }
2944 }
2945 }
2946 return 0;
3200} 2947}
3201 2948
3202/* check the player los field for viewability of the 2949/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 2950 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 2951 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 2952 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 2953 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 2954 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 2955 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 2956 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 2957 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 2958 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 2959 * -b.t.
3213 * This function is now map tiling safe. 2960 * This function is now map tiling safe.
3214 */ 2961 */
3215 2962int
3216int player_can_view (object *pl,object *op) { 2963player_can_view (object *pl, object *op)
2964{
3217 rv_vector rv; 2965 rv_vector rv;
3218 int dx,dy; 2966 int dx, dy;
3219 2967
3220 if(pl->type!=PLAYER) { 2968 if (pl->type != PLAYER)
2969 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 2970 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 2971 return -1;
3247 op = op->more;
3248 } 2972 }
2973
2974 if (!pl || !op)
3249 return 0; 2975 return 0;
2976
2977 op = op->head_ ();
2978
2979 get_rangevector (pl, op, &rv, 0x1);
2980
2981 /* starting with the 'head' part, lets loop
2982 * through the object and find if it has any
2983 * part that is in the los array but isn't on
2984 * a blocked los square.
2985 * we use the archetype to figure out offsets.
2986 */
2987 while (op)
2988 {
2989 dx = rv.distance_x + op->arch->x;
2990 dy = rv.distance_y + op->arch->y;
2991
2992 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2993 return 1;
2994
2995 op = op->more;
2996 }
2997
2998 return 0;
3250} 2999}
3251 3000
3252/* routine for both players and monsters. We call this when 3001/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3002 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3003 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 3004 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 3005 * return 0.
3257 */ 3006 */
3007int
3258int action_makes_visible (object *op) { 3008action_makes_visible (object *op)
3259 3009{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3010 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3011 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3012 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3013 {
3014 // artefact invisibility is permanent, but we still make noise
3015 // this is important for game-balance.
3016 if (op->contr)
3017 op->make_noise ();
3018
3262 return 0; 3019 return 0;
3020 }
3263 3021
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3022 if (op->contr && op->contr->tmp_invis == 0)
3023 return 0;
3265 3024
3266 /* If monsters, they should become visible */ 3025 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3026 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3027 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3028 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3029 return 1;
3270 } 3030 }
3271 } 3031 }
3032
3272 return 0; 3033 return 0;
3273} 3034}
3274 3035
3275/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3043 */
3044int
3283int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3046{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3054 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3055 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3056 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3057 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3058 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3064 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3065 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3066 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3067 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3068 {
3069 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3070 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3071
3072 return 1;
3073 }
3074 }
3075 }
3076
3077 if (x && y)
3078 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3079
3305 return 1; 3080 return 1;
3306 } 3081 }
3307 } 3082 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3083 }
3313 } 3084
3314 }
3315 /* If we got here, did not find a battleground */ 3085 /* If we got here, did not find a battleground */
3316 return 0; 3086 return 0;
3317} 3087}
3318 3088
3319/* 3089/*
3323 * attributes: 3093 * attributes:
3324 * object *who the dragon player 3094 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3095 * int atnr the attack-number of the ability focus
3326 * int level ability level 3096 * int level ability level
3327 */ 3097 */
3098void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3099dragon_ability_gain (object *who, int atnr, int level)
3100{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3101 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3102 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3103 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3104 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3105 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3106 int i = 0, j = 0;
3335 3107
3336 /* get the appropriate treasurelist */ 3108 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3109 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3110 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3111 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3112 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3113 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3114 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3115 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3116 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3117
3346 if (trlist == NULL || who->type != PLAYER) 3118 if (trlist == NULL || who->type != PLAYER)
3347 return; 3119 return;
3348 3120
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3121 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3122
3351 3123 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3124 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3125 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3126 return;
3355 } 3127 }
3356 3128
3357 /* everything seems okay - now bring on the gift: */ 3129 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3130 item = tr->item;
3359 3131
3360 if (item->type == SPELL) { 3132 if (item->type == SPELL)
3133 {
3361 if (check_spell_known (who, item->name)) 3134 if (check_spell_known (who, item->name))
3362 return; 3135 return;
3363 3136
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3137 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3138 do_learn_spell (who, item, 0);
3366 return; 3139 return;
3367 } 3140 }
3368 3141
3369 /* grant direct spell */ 3142 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3143 if (item->type == SPELLBOOK)
3144 {
3371 if (!item->inv) { 3145 if (!item->inv)
3146 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3147 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3148 return;
3375 } 3149 }
3376 if (check_spell_known (who, item->inv->name)) 3150 if (check_spell_known (who, item->inv->name))
3377 return; 3151 return;
3378 if (item->invisible) { 3152 if (item->invisible)
3153 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3154 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3155 do_learn_spell (who, item->inv, 0);
3381 return; 3156 return;
3382 } 3157 }
3383 } 3158 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3159 else if (item->type == SKILL_TOOL && item->invisible)
3160 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3161 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3162 {
3386 3163
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3164 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3165 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3166 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3167 * but not all of them, he gets nothing.
3391 */ 3168 */
3392 if (!(skop->attacktype & item->attacktype)) { 3169 if (!(skop->attacktype & item->attacktype))
3170 {
3393 /* Give new attacktype */ 3171 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3172 skop->attacktype |= item->attacktype;
3395 3173
3396 /* always add physical if there's none */ 3174 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3175 skop->attacktype |= AT_PHYSICAL;
3398 3176
3399 if (item->msg != NULL) 3177 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3178 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3179
3402 /* Give player new face */ 3180 /* Give player new face */
3403 if (item->animation_id) { 3181 if (item->animation_id)
3182 {
3404 who->face = skop->face; 3183 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3184 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3185 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3186 who->last_anim = 0;
3408 who->state = 0; 3187 who->state = 0;
3409 animate_object(who, who->direction); 3188 animate_object (who, who->direction);
3410 } 3189 }
3190 }
3191 }
3411 } 3192 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3193 else if (item->type == FORCE)
3194 {
3415 /* forces in the treasurelist can alter the player's stats */ 3195 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3196 object *skin;
3197
3417 /* first get the dragon skin force */ 3198 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3199 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3200 ;
3420 if (skin == NULL) return; 3201
3421 3202 if (!skin)
3203 return;
3204
3422 /* adding new spellpath attunements */ 3205 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3206 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3207 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3208 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3209
3426 /* print message */ 3210 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3211 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3212 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3213 {
3430 if (j) 3214 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3215 {
3432 else 3216 if (j)
3433 j = 1; 3217 strcat (buf, " and ");
3218 else
3219 j = 1;
3434 strcat(buf, spellpathnames[i]); 3220 strcat (buf, spellpathnames[i]);
3435 } 3221 }
3436 } 3222 }
3437 strcat(buf,"."); 3223 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3225 }
3440 3226
3441 /* evtl. adding flags: */ 3227 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3228 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3229 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3230 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3231 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3232 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3233 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3234
3449 /* print message if there is one */ 3235 /* print message if there is one */
3450 if (item->msg != NULL) 3236 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3237 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3238 }
3239 else
3452 } 3240 {
3453 else {
3454 /* generate misc. treasure */ 3241 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3242 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3243 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3244 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3245 }
3461} 3246}
3462 3247
3463/** 3248/**
3464 * Unready an object for a player. This function does nothing if the object was 3249 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3250 * not readied.
3466 */ 3251 */
3252void
3467void player_unready_range_ob(player *pl, object *ob) { 3253player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3254{
3255 if (pl->ob->current_weapon == ob)
3256 pl->ob->current_weapon = 0;
3469 3257
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3258 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3259 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3260
3473 if (pl->shoottype == i) { 3261 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3262 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3263}
3264
3265sint8
3266player::darkness_at (maptile *map, int x, int y) const
3267{
3268 if (!ns)
3269 return LOS_BLOCKED;
3270
3271 int dx, dy;
3272 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3273 return LOS_BLOCKED;
3274
3275 x += dx - ns->current_x;
3276 y += dy - ns->current_y;
3277
3278 return blocked_los (x, y);
3279}
3280
3281void
3282player::infobox (const char *title, const char *msg, int color)
3283{
3284 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3285}
3286
3287void
3288player::statusmsg (const char *msg, int color)
3289{
3290 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3291}
3292
3293void
3294player::failmsg (const char *msg, int color)
3295{
3296 play_sound (sound_find ("generic_failure"));
3297 statusmsg (msg, color);
3298}
3299

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