ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.246 by root, Wed Nov 11 04:45:23 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 1.12 2006/08/29 10:51:43 elmex 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/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
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//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
122 { 195 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 196 case SKILL:
124 break; 197 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; 198 break;
167 } 199
168 strncat(news+size,buf,HUGE_BUF-size); 200 case WAND:
169 size+=strlen(buf); 201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
170 } 210 }
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}
180 211
181int playername_ok(const char *cp) { 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 213 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} 214}
190 215
191/* This no longer sets the player map. Also, it now updates 216void
192 * all the pointers so the caller doesn't need to do that. 217player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 218{
194 */ 219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
195 222
196/* Redo this to do both get_player_ob and get_player. 223void
197 * Hopefully this will be less bugfree and simpler. 224player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 225{
199 * we create a new one. Otherwise, we recycle 226 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 227 do_los = 1;
201 */ 228}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 229
206 if (!p) { 230//+GPL
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 231
211 /* This adds the player in the linked list. There is extra 232player::player ()
212 * complexity here because we want to add the new player at the 233{
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 - 234 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 235 * we deal with that below this point.
236 */ 236 */
237 p->party=NULL; 237 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 238 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 240
243#ifdef AUTOSAVE 241 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 242
245#endif 243 gen_sp_armour = 10;
244 bowtype = bow_normal;
245 petmode = pet_normal;
246 usekeys = containers;
247 peaceful = 1; /* default peaceful */
248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
252}
253
254void
255player::do_destroy ()
256{
257 disconnect ();
258
259 attachable::do_destroy ();
260
261 if (ob)
246 262 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 263 ob->destroy_inv (false);
264 ob->destroy ();
248 265 }
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 */
257 266
258 roll_stats(op); 267 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} 268}
300 269
301 270player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 271{
305 strcpy(op->contr->maplevel, first_map_path); 272 /* Clear item stack */
306 op->x = -1; 273 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
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);
331
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;
339} 274}
340 275
341/* 276/*
342 * get_player_archetype() return next player archetype from archetype 277 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 278 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 279 * Note: there MUST be at least one player archetype!
345 */ 280 */
281static archetype *
346archetype *get_player_archetype(archetype* at) 282get_player_archetype (archetype *at)
347{ 283{
348 archetype *start = at; 284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
349 for (;;) { 292 for (;;)
350 if (at==NULL || at->next==NULL)
351 at=first_archetype;
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at;
356 if (at == start) {
357 LOG (llevError, "No Player archetypes\n");
358 exit (-1);
359 }
360 } 293 {
361} 294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
362 298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
302}
363 303
304/* Tries to add player on the connection passed in ns.
305 * All we can really get in this is some settings like host and display
306 * mode.
307 */
308player *
309player::create ()
310{
311 player *pl = new player;
312
313 pl->set_object (arch_to_object (get_player_archetype (0)));
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
319 set_first_map (pl->ob);
320
321 return pl;
322}
323
324object *
364object *get_nearest_player(object *mon) { 325get_nearest_player (object *mon)
326{
365 object *op = NULL; 327 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 328 objectlink *ol;
368 unsigned lastdist; 329 unsigned lastdist;
369 rv_vector rv; 330 rv_vector rv;
370 331
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 335 continue;
398 336
399 if(lastdist>rv.distance) { 337 if (lastdist > rv.distance)
338 {
400 op=ol->ob; 339 op = ol->ob;
401 lastdist=rv.distance; 340 lastdist = rv.distance;
402 } 341 }
403 } 342 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 343
344 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 345 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 346 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 347 {
412 } 348 op = pl->ob;
349 lastdist = rv.distance;
350 }
351
413#if 0 352#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 353 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 354#endif
416 return op; 355 return op;
417} 356}
418 357
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 358/* 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 359 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 360 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 374 * 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 375 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 376 * is probably not a good thing.
438 */ 377 */
439#define MAX_SPACES 50 378#define MAX_SPACES 50
440
441 379
442/* 380/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 381 * 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 382 * 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 383 * 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. 396 * 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, 397 * 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 398 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 399 * is blocking itself.
462 */ 400 */
401int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 402path_to_player (object *mon, object *pl, unsigned mindiff)
403{
464 rv_vector rv; 404 rv_vector rv;
465 sint16 x,y; 405 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 406 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 407 maptile *m, *lastmap;
468 408
469 get_rangevector(mon, pl, &rv, 0); 409 get_rangevector (mon, pl, &rv, 0);
470 410
471 if (rv.distance<mindiff) return 0; 411 if (rv.distance < mindiff)
412 return 0;
472 413
473 x=mon->x; 414 x = mon->x;
474 y=mon->y; 415 y = mon->y;
475 m=mon->map; 416 m = mon->map;
476 dir = rv.direction; 417 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 418 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); 419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
420
479 /* If we can't solve it within the search distance, return now. */ 421 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 422 if (diff > max)
423 return 0;
424
481 while (diff >1 && max>0) { 425 while (diff > 1 && max > 0)
426 {
482 lastx = x; 427 lastx = x;
483 lasty = y; 428 lasty = y;
484 lastmap = m; 429 lastmap = m;
485 x = lastx + freearr_x[dir]; 430 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 431 y = lasty + freearr_y[dir];
487 432
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 433 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); 434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 435
491 /* Space is blocked - try changing direction a little */ 436 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 437 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)))) { 438 && (m == mon->map && blocked_link (mon, m, x, y))))
439 {
494 /* recalculate direction from last good location. Possible 440 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 441 * we were not traversing ideal location before.
496 */ 442 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 444 if (rv.direction != dir)
445 {
499 /* OK - says direction should be different - lets reset the 446 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 447 * the values so it will try again.
501 */ 448 */
502 x = lastx; 449 x = lastx;
503 y = lasty; 450 y = lasty;
504 m = lastmap; 451 m = lastmap;
505 dir = firstdir = rv.direction; 452 dir = firstdir = rv.direction;
453 }
506 } else { 454 else
455 {
507 /* direct path is blocked - try taking a side step to 456 /* direct path is blocked - try taking a side step to
508 * either the left or right. 457 * either the left or right.
509 * Note increase the values in the loop below to be 458 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 459 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 460 * 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 461 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 462 * stepping back and forth
514 */ 463 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 {
466 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 467 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 468 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 469 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 470 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 471 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 472 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 473 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 474 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 475 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 476 * the last direction the creature has successfully
526 * moved. 477 * moved.
527 */ 478 */
528 479
529 x = lastx + freearr_x[absdir(lastdir+i)]; 480 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 481 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 482 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 483 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 484 if (mflags & P_OUT_OF_MAP)
485 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 486 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 487 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
488 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 489 if (mflags & P_BLOCKSVIEW)
490 continue;
537 491
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 492 if (m == mon->map && blocked_link (mon, m, x, y))
493 break;
539 } 494 }
540 /* go through entire loop without finding a valid 495 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 496 * sidestep to take - thus, no valid path.
542 */ 497 */
543 if (i==(DETOUR_AMOUNT+1)) 498 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 499 return 0;
545 diff--; 500 diff--;
546 lastdir=dir; 501 lastdir = dir;
547 max--; 502 max--;
548 if (!firstdir) firstdir = dir+i; 503 if (!firstdir)
504 firstdir = dir + i;
549 } /* else check alternate directions */ 505 } /* else check alternate directions */
550 } /* if blocked */ 506 } /* if blocked */
551 else { 507 else
508 {
552 /* we moved towards creature, so diff is less */ 509 /* we moved towards creature, so diff is less */
553 diff--; 510 diff--;
554 max--; 511 max--;
555 lastdir=dir; 512 lastdir = dir;
513 if (!firstdir)
556 if (!firstdir) firstdir = dir; 514 firstdir = dir;
515 }
516
517 if (diff <= 1)
557 } 518 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 519 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 520 * headed toward player for entire distance.
561 */ 521 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 522 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); 523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 524 }
565 if (diff>max) return 0; 525
526 if (diff > max)
527 return 0;
566 } 528 }
529
567 /* If we reached the max, didn't find a direction in time */ 530 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 531 if (!max)
532 return 0;
569 533
570 return firstdir; 534 return firstdir;
571} 535}
572 536
537void
573void give_initial_items(object *pl,treasurelist *items) { 538give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 539{
575
576 if(pl->randomitems!=NULL) 540 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 542
579 for (op=pl->inv; op; op=next) { 543 for (object *next, *op = pl->inv; op; op = next)
544 {
580 next = op->below; 545 next = op->below;
581 546
582 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 549 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 551 SET_FLAG (op, FLAG_APPLIED);
587 552
588 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 554 * by this player due to race restrictions
590 */ 555 */
591 if (pl->type == PLAYER) { 556 if (pl->type == PLAYER)
557 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
593 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 563 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 565 {
602 } 566 op->destroy ();
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; 567 continue;
622 } 568 }
623 if (op->nrof > 1) op->nrof = 1; 569 }
570
571 /* Here we remove duplicated skills (as duplicated spell objects have
572 * _very_ confusing effects for players), which could for instance be
573 * generated by bad treasurelists. - elmex
574 */
575 if (op->type == SKILL)
624 } 576 {
577 for (object *tmp = op->below; tmp; tmp = tmp->below)
578 if (tmp->type == op->type && tmp->name == op->name)
579 {
580 op->destroy ();
581 LOG (llevError,
582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
583 break;
584 }
625 585
586 if (op->nrof > 1)
587 op->nrof = 1;
588 }
589
626 if (op->type == SPELLBOOK && op->inv) { 590 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 }
629 592
630 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 595 * merged properly.
633 */ 596 */
634 if (need_identify(op)) { 597 if (need_identify (op))
598 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
602 }
603
604 if (op->type == SPELL)
638 } 605 {
639 if(op->type==SPELL) { 606 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 607 continue;
608 }
609 else if (op->type == SKILL)
643 } 610 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 612 op->stats.exp = 0;
647 op->level = 1; 613 op->level = 1;
648 } 614 }
649 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
652 618
653 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
654 link_player_skills(pl); 620 pl->contr->link_skills ();
655} 621}
656 622
657void get_name(object *op) { 623void
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;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 624get_party_password (object *op, partylist *party)
625{
734 if (party == NULL) { 626 if (party == NULL)
627 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 628 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 629 return;
737 } 630 }
631
738 op->contr->write_buf[0]='\0'; 632 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 633 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 634 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 636}
743
744 637
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int
746int roll_stat(void) { 640roll_stat (void)
641{
747 int a[4],i,j,k; 642 int a[4], i, j, k;
748 643
749 for(i=0;i<4;i++) 644 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 645 a[i] = (int) rndm (6) + 1;
751 646
752 for(i=0,j=0,k=7;i<4;i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 648 if (a[i] < k)
754 k=a[i],j=i; 649 k = a[i], j = i;
755 650
756 for(i=0,k=0;i<4;i++) { 651 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 652 if (i != j)
758 k+=a[i]; 653 k += a[i];
759 } 654
760 return k; 655 return k;
761} 656}
762 657
763void roll_stats(object *op) { 658void
659object::roll_stats ()
660{
661 int statsort [NUM_STATS];
662
663 for (;;)
664 {
764 int sum=0; 665 int sum = 0;
765 int i = 0, j = 0; 666 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 667 sum += statsort [i] = roll_stat ();
767 668
768 do { 669 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 670 break;
770 op->stats.Dex=roll_stat(); 671 }
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);
780 672
781 /* Sort the stats so that rerolling is easier... */ 673 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 674 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;
789 675
790 /* a quick and dirty bubblesort? */ 676 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]; 677 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];
809 678
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; 679 stats.exp = 0;
821 op->stats.ac=0; 680 stats.ac = 0;
822 681
682 stats.hp = stats.maxhp;
683 stats.sp = stats.maxsp;
684 stats.grace = stats.maxgrace;
685
686 if (contr)
687 {
823 op->contr->levhp[1] = 9; 688 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 689 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 690 contr->levgrace[1] = 3;
826 691
827 fix_player(op); 692 contr->orig_stats = stats;
693 }
694}
695
696void
697object::swap_stats (int a, int b)
698{
699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
700
701 for (int i = 0; i < NUM_STATS; ++i)
702 stats.stat (i) = contr->orig_stats.stat (i);
703
704 //TODO: the following code looks so borked and should, at the very least,
705 // be merged with the similar code in roll_stats
706 stats.ac = 0;
707
708 level = 1;
709 stats.exp = 0;
710 stats.ac = 0;
711
828 op->stats.hp = op->stats.maxhp; 712 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 713 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 714 stats.grace = stats.maxgrace;
715
716 if (contr)
717 {
718 contr->levhp[1] = 9;
719 contr->levsp[1] = 6;
720 contr->levgrace[1] = 3;
721
831 op->contr->orig_stats=op->stats; 722 contr->orig_stats = stats;
723 }
832} 724}
833 725
834void Roll_Again(object *op) 726static void
727start_info (object *op)
835{ 728{
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]; 729 char buf[MAX_BUF];
844 730
845 if ( op->contr->Swap_First == -1 ) { 731 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); 732 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} 733}
953 734
954/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
958 * not the class. 739 * not the class.
959 */ 740 */
960 741void
961int key_change_class(object *op, char key) 742player::chargen_race_done ()
962{ 743{
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 */ 744 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 745 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 746
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl)
749 create_treasure (tl, ob, 0, 0, 0);
750
977 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
979 753
980 op->contr->state=ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
981 755
982 if (op->msg) { 756 if (ob->msg)
983 free_string(op->msg); 757 ob->msg = 0;
984 op->msg=NULL;
985 }
986 758
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); 759 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 761 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 762 esrv_send_inventory (ob, ob);
1001 fix_player(op); 763 ob->update_stats ();
1002 764
1003 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
1004 * is one for this race 766 * is one for this race
1005 */ 767 */
1006 if(*first_map_ext_path) { 768 if (*first_map_ext_path)
1007 object *tmp; 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 770 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"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 772}
1023 return 0;
1024 }
1025 773
774void
775player::chargen_race_next ()
776{
1026 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
1028 */ 779 */
1029 780
1030 tmp_loop = 0; 781 do
1031 while(!tmp_loop) { 782 {
1032 const char *name = add_string (op->name); 783 shstr name = ob->name;
1033 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
785
1034 remove_statbonus(op); 786 ob->remove_statbonus ();
1035 remove_ob (op); 787 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 788 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 789 ob->arch->copy_to (ob);
1038 op->instantiate (); 790 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 792 ob->name = ob->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 793 ob->x = x;
1045 op->y = y; 794 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 797 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 798 ob->add_statbonus ();
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 } 799 }
800 while (!allowed_class (ob));
801
1055 update_object(op,UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 803 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 804 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 807 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} 808}
1066 809
1067int key_confirm_quit(object *op, char key) 810static void
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) { 811flee_player (object *op)
812{
1113 int dir,diff; 813 int dir, diff;
1114 rv_vector rv; 814 rv_vector rv;
1115 815
1116 if(op->stats.hp < 0) { 816 if (op->stats.hp < 0)
817 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
820 return;
821 }
822
823 if (!op->enemy)
824 {
825 LOG (llevDebug, "Fleeing player had no enemy.\n");
826 CLEAR_FLAG (op, FLAG_SCARED);
827 return;
828 }
829
830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 {
832 op->enemy = NULL;
833 CLEAR_FLAG (op, FLAG_SCARED);
834 return;
835 }
836
837 get_rangevector (op, op->enemy, &rv, 0);
838
839 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++)
841 {
842 int m = 1 - rndm (2) * 2;
843
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 845 return;
1120 } 846 }
1121 847
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
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)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 850 op->enemy = NULL;
1156} 851}
1157
1158 852
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* 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 854 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 855 * stop.
1162 */ 856 */
857int
1163int check_pick(object *op) { 858check_pick (object *op)
859{
1164 object *tmp, *next; 860 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 861 int stop = 0;
1167 int j, k, wvratio; 862 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 863
1171 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1173 return 1; 866 return 1;
1174 867
1175 op_tag = op->count;
1176
1177 next = op->below; 868 next = op->below;
1178 if (next) 869
1179 next_tag = next->count; 870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 872
1181 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 874 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 875 while (next && !next->destroyed ())
1184 { 876 {
1185 tmp = next; 877 tmp = next;
1186 next = tmp->below; 878 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 879
1190 if (was_destroyed (op, op_tag)) 880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
886 if (op->destroyed ())
1191 return 0; 887 return 0;
1192 888
1193 if ( ! can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1194 continue; 890 continue;
1195 891
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 893 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1200 continue; 897 continue;
1201 }
1202
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 } 898 }
1236 } 899
1237 else { /* old model */
1238 /* NEW pickup handling */ 900 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 901 if (op->contr->mode & PU_DEBUG)
1240 { 902 {
1241 /* some debugging code to figure out item information */ 903 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 904 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 905 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 906 &tmp->name, tmp->type, (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", 907 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 910 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 } 911 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 912
1266#if 0 913 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 914 return 1;
1268 for(k=0;k<4;k++) 915
1269 { 916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 917 return 1;
1271 for(j=0;j<32;j++) 918
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 }
1280 /* philosophy: 919 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 920 * 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 921 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 922 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 923 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 924 * example.
1286 * The drawback: right now it has no frontend, so you need to 925 * 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 926 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 927 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 930 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 931 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 932 * meaning if any test passes, the item gets picked up. */
1294 933
1295 /* if mode is set to pick nothing up, return */ 934 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 935 if (op->contr->mode == PU_NOTHING)
936 return 1;
1298 937
1299 /* if mode is set to stop when encountering objects, return */ 938 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 939 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 940 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 941 if (op->contr->mode & PU_STOP)
942 return 0;
1304 943
1305 /* useful for going into stores and not losing your settings... */ 944 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 945 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 946 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
1309 949
1310 /* prevent us from turning into auto-thieves :) */ 950 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
1312 953
1313 /* ignore known cursed objects */ 954 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
1315 957
1316 /* all food and drink if desired */ 958 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 959 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 960 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 961 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 962 {
963 CHK_PICK_PICKUP;
964 continue;
965 }
966
1321 if(op->contr->mode & PU_DRINK) 967 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 968 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; } 969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
1324 973
1325 if(op->contr->mode & PU_POTION) 974 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 975 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
1328 980
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 981 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 982 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 983 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
1333 if(op->contr->mode & PU_SKILLSCROLL) 989 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 990 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
1336 if(op->contr->mode & PU_READABLES) 996 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1339 1002
1340 /* wands/staves/rods/horns */ 1003 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1344 1010
1345 /* pick up all magical items */ 1011 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1012 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1013 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; } 1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1349 1018
1350 if(op->contr->mode & PU_VALUABLES) 1019 if (op->contr->mode & PU_VALUABLES)
1351 { 1020 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1021 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1354 } 1026 }
1355 1027
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1028 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1029 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1030 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 /* we don't forget dragon food */
1037 if (op->contr->mode & PU_FLESH)
1038 if (tmp->type == FLESH)
1039 {
1040 CHK_PICK_PICKUP;
1041 continue;
1042 }
1360 1043
1361 /* bows and arrows. Bows are good for selling! */ 1044 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1045 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1046 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1047 {
1048 CHK_PICK_PICKUP;
1049 continue;
1050 }
1051
1365 if(op->contr->mode & PU_ARROW) 1052 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1053 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1368 1058
1369 /* all kinds of armor etc. */ 1059 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1060 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1061 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1373 if(op->contr->mode & PU_HELMET) 1067 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1068 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1376 if(op->contr->mode & PU_SHIELD) 1074 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1075 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1379 if(op->contr->mode & PU_BOOTS) 1081 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1082 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1382 if(op->contr->mode & PU_GLOVES) 1088 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1089 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1385 if(op->contr->mode & PU_CLOAK) 1095 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1096 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1388 1101
1389 /* hoping to catch throwing daggers here */ 1102 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1103 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1393 1109
1394 /* careful: chairs and tables are weapons! */ 1110 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1111 if (op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 } 1112 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1113 if (tmp->type == WEAPON)
1114 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1404 { 1119 }
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 }
1410 1120
1411 /* misc stuff that's useful */ 1121 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1122 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1123 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1124 {
1125 CHK_PICK_PICKUP;
1126 continue;
1127 }
1415 1128
1416 /* any of the last 4 bits set means we use the ratio for value 1129 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1130 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1131 if (op->contr->mode & PU_RATIO)
1419 { 1132 {
1420 /* use value density to decide what else to grab */ 1133 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1134 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1135 /* >=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 */ 1136 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1137 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1138 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1139 {
1427 pick_up(op, tmp);
1428#if 0 1140#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1141 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1142 if (tmp->name != NULL)
1143 {
1431 fprintf(stderr,"%s", tmp->name); 1144 fprintf (stderr, "%s", tmp->name);
1432 } 1145 }
1146 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1147 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1148 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1149 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1150#endif
1151 CHK_PICK_PICKUP;
1437 continue; 1152 continue;
1438 } 1153 }
1154 } /* the new pickup model */
1439 } 1155 }
1440 } /* the new pickup model */ 1156
1441 }
1442 return ! stop; 1157 return !stop;
1158}
1159
1160/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0.
1165 */
1166static int
1167action_makes_visible (object *op)
1168{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1170 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1172 {
1173 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance.
1175 if (op->contr)
1176 op->make_noise ();
1177
1178 return 0;
1179 }
1180
1181 if (op->contr && op->contr->tmp_invis == 0)
1182 return 0;
1183
1184 /* If monsters, they should become visible */
1185 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1186 {
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1188 return 1;
1189 }
1190 }
1191
1192 return 0;
1443} 1193}
1444 1194
1445/* 1195/*
1446 * Find an arrow in the inventory and after that 1196 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1197 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1198 * found object is returned.
1449 */ 1199 */
1200static object *
1450object *find_arrow(object *op, const char *type) 1201find_arrow (object *op, const char *type)
1451{ 1202{
1452 object *tmp = NULL; 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp);
1453 1206
1454 for(op=op->inv; op; op=op->below) 1207 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1209 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1210 {
1458 else if (op->type==ARROW && op->race==type) 1211 splay (tmp);
1459 return op; 1212 return arrow;
1213 }
1214
1460 return tmp; 1215 return 0;
1461} 1216}
1462 1217
1463/* 1218/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1219 * 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 1220 * 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 1221 * 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. 1222 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1223 */
1469 1224static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1225find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1226{
1472 object *tmp = NULL, *arrow, *ntmp; 1227 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1228 int attacknum, attacktype, betterby = 0, i;
1474 1229
1475 if (!type) 1230 if (!type)
1476 return NULL; 1231 return NULL;
1477 1232
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1233 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1234 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1236 {
1481 i = 0; 1237 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1238 ntmp = find_better_arrow (arrow, target, type, &i);
1239
1483 if (i > betterby) { 1240 if (i > betterby)
1241 {
1484 tmp = ntmp; 1242 tmp = ntmp;
1485 betterby = i; 1243 betterby = i;
1486 } 1244 }
1245 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1246 else if (arrow->type == ARROW && arrow->race == type)
1247 {
1488 /* allways prefer assasination/slaying */ 1248 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1249 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1250 {
1491 if (arrow->attacktype & AT_DEATH) { 1251 if (arrow->attacktype & AT_DEATH)
1252 {
1492 *better = 100; 1253 *better = 100;
1493 return arrow; 1254 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1255 }
1498 } else { 1256 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1257 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1258 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1260 }
1515 } 1261 }
1262 else
1263 {
1264 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1265 {
1266 attacktype = 1 << attacknum;
1267 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1268 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1269 {
1270 tmp = arrow;
1271 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1272 }
1273 }
1274
1275 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1276 {
1277 tmp = arrow;
1278 betterby = 2 + arrow->magic + arrow->stats.dam;
1279 }
1280
1281 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1282 {
1283 tmp = arrow;
1284 betterby = 1 + arrow->magic + arrow->stats.dam;
1285 }
1516 } 1286 }
1287 }
1517 } 1288 }
1289
1518 if (tmp == NULL && arrow == NULL) 1290 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1291 return find_arrow (op, type);
1520 1292
1521 *better = betterby; 1293 *better = betterby;
1522 return tmp; 1294 return tmp;
1523} 1295}
1524 1296
1525/* looks in a given direction, finds the first valid target, and calls 1297/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1298 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1299 * op = the shooter
1528 * type = bow->race 1300 * type = bow->race
1529 * dir = fire direction 1301 * dir = fire direction
1530 */ 1302 */
1531 1303static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1304pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1305{
1534 object *tmp = NULL; 1306 object *tmp = NULL;
1535 mapstruct *m; 1307 maptile *m;
1536 int i, mflags, found, number; 1308 int i, mflags, found, number;
1537 sint16 x, y; 1309 sint16 x, y;
1538 1310
1539 if (op->map == NULL) 1311 if (op->map == NULL)
1540 return find_arrow(op, type); 1312 return find_arrow (op, type);
1541 1313
1542 /* do a dex check */ 1314 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1315 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))) 1316 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1317 return find_arrow (op, type);
1546 1318
1547 m = op->map; 1319 m = op->map;
1548 x = op->x; 1320 x = op->x;
1549 y = op->y; 1321 y = op->y;
1550 1322
1551 /* find the first target */ 1323 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1324 for (i = 0, found = 0; i < 20; i++)
1325 {
1553 x += freearr_x[dir]; 1326 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1327 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1328 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1331 {
1557 tmp = NULL; 1332 tmp = 0;
1333 break;
1334 }
1335 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1336 {
1337 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1338 * perhaps a bad assumption.
1339 */
1340 tmp = 0;
1341 break;
1342 }
1343
1344 if (mflags & P_IS_ALIVE)
1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1347 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1348 }
1576 if (tmp == NULL) 1349
1350 if (!tmp)
1577 return find_arrow(op, type); 1351 return find_arrow (op, type);
1578 1352
1579 if (tmp->head) 1353 if (tmp->head)
1580 tmp = tmp->head; 1354 tmp = tmp->head;
1581 1355
1582 return find_better_arrow(op, tmp, type, &i); 1356 return find_better_arrow (op, tmp, type, &i);
1583} 1357}
1584 1358
1585/* 1359/*
1586 * Creature fires a bow - op can be monster or player. Returns 1360 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1361 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1364 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1365 * 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 1366 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1367 * player fire modes.
1594 */ 1368 */
1369int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1370fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1371{
1598 object *left, *bow; 1372 object *left, *bow;
1599 tag_t left_tag, tag; 1373 int mflags;
1600 int bowspeed, mflags; 1374 maptile *m;
1601 mapstruct *m;
1602 1375
1603 if (!dir) { 1376 if (!dir)
1377 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1378 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1379 return 0;
1380 }
1381
1382 if (op->contr)
1383 bow = op->current_weapon;
1384 else
1606 } 1385 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1386 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1387 /* 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. 1388 * don't need to switch back and forth between bows and weapons.
1613 */ 1389 */
1614 if(bow->type==BOW) 1390 if (bow->type == BOW)
1615 break; 1391 break;
1616 1392
1617 if (!bow) { 1393 if (!bow)
1394 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1395 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1396 return 0;
1620 } 1397 }
1398
1399 // optimisation: move object to top so we will find it quickly again
1400 splay (bow);
1621 } 1401 }
1402
1622 if( !bow->race || !bow->skill) { 1403 if (!bow->race || !bow->skill)
1404 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1406 return 0;
1625 } 1407 }
1626 1408
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) { 1409 if (arrow == NULL)
1410 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1411 if ((arrow = find_arrow (op, bow->race)) == NULL)
1412 {
1637 if (op->type == PLAYER) 1413 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1414 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 */ 1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1416 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1417 CLEAR_FLAG (op, FLAG_READY_BOW);
1418
1643 return 0; 1419 return 0;
1644 } 1420 }
1645 } 1421 }
1422
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1423 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1424 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1425 return 0;
1649 } 1426
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1427 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1428 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1429 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1430 return 0;
1653 } 1431 }
1654 1432
1655 /* this should not happen, but sometimes does */ 1433 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1434 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1435 {
1658 free_object(arrow); 1436 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1437 arrow->destroy ();
1659 return 0; 1438 return 0;
1660 } 1439 }
1661 1440
1662 left = arrow; /* these are arrows left to the player */ 1441 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1442 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1443 if (!arrow)
1665 if (arrow == NULL) { 1444 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1446 return 0;
1669 } 1447 }
1670 set_owner(arrow, op); 1448
1671 if (arrow->skill) free_string(arrow->skill); 1449 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1450 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1451 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1452
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 */ 1453 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1454 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1455 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1456 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1457
1690 /* Note that this was different for monsters - they got their level 1458#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1459 if (player *pl = op->contr)
1692 */
1693 1460 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1461 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1462
1463 /* penalize ROF for bestarrow */
1464 if (pl->bowtype == bow_bestarrow)
1465 speed *= .9f;
1466 else
1467 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1468
1469 op->speed_left += speed - op->speed;
1470 }
1471#endif
1472
1473 SET_ANIMATION (arrow, arrow->direction);
1474
1698 /* update the speed */ 1475 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 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]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0; 1477 + bow->stats.dam / 7.f;
1703 1478
1704 if (arrow->speed < 1.0) 1479 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1480 arrow->speed_left = 0;
1708 1481
1482 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1483
1709 if (op->type == PLAYER) { 1484 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1485 {
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; 1486 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1487 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1488
1489 if (!arrow->slaying)
1490 arrow->slaying = op->slaying;
1491
1492 arrow->attacktype |= op->attacktype;
1493 }
1494 else
1495 {
1720 arrow->level = op->level; 1496 arrow->level = op->level;
1721 } 1497 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1498
1499 if (!arrow->slaying)
1500 arrow->slaying = bow->slaying;
1501
1723 arrow->attacktype |= bow->attacktype; 1502 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1503 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1504
1727 arrow->map = m; 1505 wc -= arrow->level;
1506 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1507
1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1509 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1511
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1512 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1513 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1514
1735 if (!was_destroyed(arrow, tag)) 1515 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1516 move_arrow (arrow);
1737 1517
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; 1518 return 1;
1745} 1519}
1746 1520
1747/* Special fire code for players - this takes into 1521/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1522 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1523 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1524 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1525 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1526 * hence the function name.
1753 */ 1527 */
1528static int
1754int player_fire_bow(object *op, int dir) 1529player_fire_bow (object *op, int dir)
1755{ 1530{
1756 int ret=0, wcmod=0; 1531 int ret;
1757 1532
1758 if (op->contr->bowtype == bow_bestarrow) { 1533 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1534 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1535 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); 1536 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1537 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1538 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1539 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, 1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1541 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1542 else if (op->contr->bowtype == bow_threewide)
1543 {
1544 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1547 }
1548 else if (op->contr->bowtype == bow_spreadshot)
1549 {
1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1552 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1553 }
1554 else
1555 {
1556 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1557 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)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1771 } else if (op->contr->bowtype == bow_spreadshot) {
1772 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);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1775
1776 } else {
1777 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1779 } 1558 }
1559
1780 return ret; 1560 return ret;
1781} 1561}
1782
1783 1562
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1563/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1564 * Broken apart from 'fire' to keep it more readable.
1786 */ 1565 */
1566static void
1787void fire_misc_object(object *op, int dir) 1567fire_misc_object (object *op, int dir)
1788{ 1568{
1789 object *item; 1569 object *item = op->contr->ranged_ob;
1790 1570
1791 if (!op->contr->ranges[range_misc]) { 1571 if (!item)
1572 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1573 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1574 return;
1794 } 1575 }
1795 1576
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1577 if (!item->inv)
1578 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1579 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1580 return;
1800 } 1581 }
1582
1583 if (!op->change_weapon (item))
1584 return;
1585
1801 if (item->type == WAND) { 1586 if (item->type == WAND)
1587 {
1802 if(item->stats.food<=0) { 1588 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1589 {
1590 op->contr->play_sound (sound_find ("wand_poof"));
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1592
1805 return; 1593 return;
1806 } 1594 }
1595 }
1807 } else if (item->type == ROD || item->type==HORN) { 1596 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1597 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1598 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1599
1600 // using the maximum of the rods charge allows at least one spell cast
1601 // for a rod or horn, this fixes some broken rods.
1602 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1603 {
1604 op->contr->play_sound (sound_find ("wand_poof"));
1605
1810 if (item->type== ROD) 1606 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)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1608 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0)); 1610
1816 return; 1611 return;
1817 } 1612 }
1818 } 1613 }
1819 1614
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1615 if (cast_spell (op, item, dir, item->inv, NULL))
1616 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1617 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1618
1822 if (item->type == WAND) { 1619 if (item->type == WAND)
1620 {
1823 if (!(--item->stats.food)) { 1621 if (!(--item->stats.food))
1622 {
1824 object *tmp; 1623 object *tmp;
1624
1825 if (item->arch) { 1625 if (item->arch)
1626 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1627 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1628 item->face = item->arch->face;
1828 item->speed = 0; 1629 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1630 }
1831 if ((tmp=is_player_inv(item))) 1631
1632 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1633 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1634 }
1834 } 1635 }
1835 else if (item->type == ROD || item->type==HORN) { 1636 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1637 drain_rod_charge (item);
1837 }
1838 } 1638 }
1839} 1639}
1840 1640
1841/* Received a fire command for the player - go and do it. 1641/* Received a fire command for the player - go and do it.
1842 */ 1642 */
1643bool
1843void fire(object *op,int dir) { 1644fire (object *op, int dir)
1645{
1844 int spellcost=0; 1646 int spellcost = 0;
1845 1647
1648 player *pl = op->contr;
1649
1650 if (pl->golem)
1651 {
1652 control_golem (op->contr->golem, dir);
1653 return false;
1654 }
1655
1656 object *ob = pl->ranged_ob;
1657
1658 if (!ob)
1659 return false;
1660
1661 if (op->speed_left > 0.f)
1662 --op->speed_left;
1663 else
1664 return false;
1665
1666 if (!op->change_weapon (ob))
1667 return false;
1668
1846 /* check for loss of invisiblity/hide */ 1669 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1670 if (action_makes_visible (op))
1671 make_visible (op);
1848 1672
1849 switch(op->contr->shoottype) { 1673 switch (ob->type)
1850 case range_none: 1674 {
1851 return; 1675 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1676 player_fire_bow (op, dir);
1855 return; 1677 break;
1856 1678
1857 case range_magic: /* Casting spells */ 1679 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1681 break;
1860 1682
1861 case range_misc: 1683 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 ); 1684 apply_map_builder (op, dir);
1685 break;
1686
1687 case SKILL:
1688 do_skill (op, op, ob, dir, 0);
1689 break;
1690
1691 default:
1692 fire_misc_object (op, dir);
1693 break;
1694 }
1695
1696 return true;
1697}
1698
1699static object *
1700find_key_ (object *pl, object *container, object *door)
1701{
1702 object *tmp, *key;
1703
1704 /* Should not happen, but sanity checking is never bad */
1705 if (!container->inv)
1706 return 0;
1707
1708 /* First, lets try to find a key in the top level inventory */
1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 {
1711 if (door->type == DOOR && tmp->type == KEY)
1712 break;
1713
1714 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys
1716 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break;
1719 }
1720
1721 /* No key found - lets search inventories now */
1722 /* If we find and use a key in an inventory, return at that time.
1723 * otherwise, if we search all the inventories and still don't find
1724 * a key, return
1725 */
1726 if (!tmp)
1727 {
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 /* No reason to search empty containers */
1730 if (tmp->type == CONTAINER && tmp->inv)
1731 if ((key = find_key_ (pl, tmp, door)))
1732 return key;
1733
1734 if (!tmp)
1886 return; 1735 return 0;
1887 default: 1736 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1737
1738 /* We get down here if we have found a key. Now if its in a container,
1739 * see if we actually want to use it
1740 */
1741 if (pl != container)
1742 {
1743 /* Only let players use keys in containers */
1744 if (!pl->contr)
1889 return; 1745 return 0;
1890 }
1891}
1892 1746
1747 /* cases where this fails:
1748 * If we only search the player inventory, return now since we
1749 * are not in the players inventory.
1750 * If the container is not active, return now since only active
1751 * containers can be used.
1752 * If we only search keyrings and the container does not have
1753 * a race/isn't a keyring.
1754 * No checking for all containers - to fall through past here,
1755 * inv must have been an container and must have been active.
1756 *
1757 * Change the color so that the message doesn't disappear with
1758 * all the others.
1759 */
1760 if (pl->contr->usekeys == key_inventory
1761 || !QUERY_FLAG (container, FLAG_APPLIED)
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL;
1767 }
1768 }
1893 1769
1770 return tmp;
1771}
1894 1772
1895/* find_key 1773/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1774 * 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 1775 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1778 * pl is the player,
1901 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1904 */ 1782 */
1905 1783object *
1906object * find_key(object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1907{ 1785{
1908 object *tmp,*key; 1786 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1787 {
1922 /* No key found - lets search inventories now */ 1788 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1789 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1790 // of searching through containers ourselves.
1925 * a key, return 1791
1926 */ 1792 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 }
1933 }
1934 if (!tmp) return NULL;
1935 } 1793 }
1936 /* We get down here if we have found a key. Now if its in a container, 1794 else
1937 * see if we actually want to use it 1795 return find_key_ (pl, container, door);
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1796}
1968 1797
1969/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1972 * 0 otherwise 1801 * 0 otherwise
1973 */ 1802 */
1803static int
1974static int player_attack_door(object *op, object *door) 1804player_attack_door (object *op, object *door)
1975{ 1805{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* 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 - 1807 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
1980 */ 1809 */
1981 object *key=find_key(op, op, door); 1810 object *key = find_key (op, op, door);
1982 1811
1983 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1984 if (key) { 1813 if (key)
1814 {
1985 object *container=key->env; 1815 object *container = key->env;
1986 1816
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1819
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1821 spring_trap (door->inv, op);
1822
1990 if (door->type == DOOR) { 1823 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1825 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1826 {
1995 "You open the door with the %s", query_short_name(key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1829 }
1830
1998 /* Do this after we print the message */ 1831 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1833
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1835 }
2004 } else if (door->type==LOCKED_DOOR) { 1836 else if (door->type == LOCKED_DOOR)
1837 {
2005 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1840 return 1;
2008 } 1841 }
1842
2009 return 0; 1843 return 0;
2010} 1844}
2011 1845
2012/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2017 */ 1851 */
2018 1852bool
2019void move_player_attack(object *op, int dir) 1853move_player_attack (object *op, int dir)
2020{ 1854{
2021 object *tmp, *mon; 1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
2023 int on_battleground; 1861 int on_battleground;
2024 mapstruct *m;
2025 1862
2026 nx=freearr_x[dir]+op->x; 1863 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1864 sint16 ny = freearr_y[dir] + op->y;
2028 1865
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1866 on_battleground = op_on_battleground (op, 0, 0);
2030 1867
1868 if (out_of_map (op->map, nx, ny))
1869 return false;
1870
2031 /* If braced, or can't move to the square, and it is not out of the 1871 /* 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 1872 * 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 1873 * 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 1874 * 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 1875 * 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 1876 * 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 1877 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1878 * move_ob uses.
2039 */ 1879 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1880 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 1881
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1882 /* 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. 1883 * 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 1884 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1885 * on the space
1886 */
1887 object *mon;
1888 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1889 {
1890 if ((mon->flag [FLAG_ALIVE]
1891 || mon->type == LOCKED_DOOR
1892 || mon->flag [FLAG_CAN_ROLL])
1893 && mon != op)
1894 break;
1895 }
1896
1897 if (!mon) /* This happens anytime the player tries to move */
1898 return false; /* into a wall */
1899
1900 mon = mon->head_ ();
1901
1902 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1903 if (op->contr->weapon_sp_left > 0.f)
1904 if (player_attack_door (op, mon))
2057 */ 1905 {
2058 while (tmp!=NULL) { 1906 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1907 return true;
2060 tmp=tmp->above; 1908 }
2061 continue; 1909
1910 /* The following deals with possibly attacking peaceful
1911 * or friendly creatures. Basically, all players are considered
1912 * unaggressive. If the moving player has peaceful set, then the
1913 * object should be pushed instead of attacked. It is assumed that
1914 * if you are braced, you will not attack friends accidently,
1915 * and thus will not push them.
1916 */
1917
1918 /* If the creature is a pet, push it even if the player is not
1919 * peaceful. Our assumption is the creature is a pet if the
1920 * player owns it and it is either friendly or unagressive.
1921 */
1922 if (op->type == PLAYER
1923 && ((mon->owner && mon->owner->contr
1924 && same_party (mon->owner->contr->party, op->contr->party))
1925 || mon->owner == op)
1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1927 {
1928 /* If we're braced, we don't want to switch places with it */
1929 if (op->contr->braced)
1930 return false;
1931
1932 if (op->speed_left > 0.f)
1933 {
1934 --op->speed_left;
1935
1936 op->play_sound (sound_find ("push_player"));
1937 push_ob (mon, dir, op);
1938
1939 if (action_makes_visible (op))
1940 make_visible (op);
1941
1942 return true;
1943 }
1944 else
1945 return false;
1946 }
1947
1948 /* in certain circumstances, you shouldn't attack friendly
1949 * creatures. Note that if you are braced, you can't push
1950 * someone, but put it inside this loop so that you won't
1951 * attack them either.
1952 */
1953 if ((mon->type == PLAYER || mon->enemy != op)
1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1955 && ((op->contr->peaceful
1956 || (mon->type == PLAYER && mon->contr->peaceful))
1957 && !on_battleground))
1958 {
1959 if (op->speed_left > 0.f)
1960 {
1961 --op->speed_left;
1962
1963 if (!op->contr->braced)
1964 {
1965 op->play_sound (sound_find ("push_player"));
1966 push_ob (mon, dir, op);
2062 } 1967 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1968 else
2064 mon = tmp; 1969 op->statusmsg ("You withhold your attack");
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 */
2073 return; /* into a wall */
2074 1970
2075 if(mon->head != NULL) 1971 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1972 make_visible (op);
2077 1973
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1974 return true;
2079 if (player_attack_door(op, mon)) return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* 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
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 { 1975 }
2106 /* If we're braced, we don't want to switch places with it */ 1976 }
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op);
2132 } else {
2133 new_draw_info(0, 0,op,"You withhold your attack");
2134 }
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 1977 /* 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. 1978 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1979 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
2142 recursive_roll(mon,dir,op); 1986 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1987 if (action_makes_visible (op))
2144 } 1988 make_visible (op);
2145 1989
1990 return true;
1991 }
1992 }
2146 /* Any generic living creature. Including things like doors. 1993 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1994 * 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: 1995 * 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 1996 * 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. 1997 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1998 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2001 {
2156 2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 /* If the player hasn't hit something this tick, and does
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
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
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 } 2003 {
2184 } /* if player should attack something */ 2004 --op->contr->weapon_sp_left;
2185}
2186 2005
2006 skill_attack (mon, op, 0, 0, 0);
2007
2008 if (action_makes_visible (op))
2009 make_visible (op);
2010
2011 return true;
2012 }
2013 }
2014
2015 return false;
2016}
2017
2018bool
2187int move_player(object *op,int dir) { 2019move_player (object *op, int dir)
2188 int pick; 2020{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2021 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 (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2022 return 0;
2023
2024 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9))
2026 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0;
2029 }
2030
2031 /* peterm: added following line */
2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2033 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2034
2035 op->facing = dir;
2036
2037 if (op->flag [FLAG_HIDDEN])
2038 do_hidden_move (op);
2039
2040 bool retval;
2041 int pick = 0;
2042
2043 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2044 retval = RESULT_INT (0);
2045 else if (op->contr->fire_on)
2046 retval = fire (op, dir);
2047 else
2048 {
2049 retval = move_player_attack (op, dir);
2050 pick = check_pick (op);
2051 }
2052
2053 /* Add special check for newcs players and fire on - this way, the
2054 * server can handle repeat firing.
2055 */
2056 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2057 op->direction = dir;
2058 else
2059 op->direction = 0;
2060
2061 /* Update how the player looks. Use the facing, so direction may
2062 * get reset to zero. This allows for full animation capabilities
2063 * for players.
2064 */
2065 animate_object (op, op->facing);
2066
2067 return retval;
2231} 2068}
2232 2069
2233/* This is similar to handle_player, below, but is only used by the 2070/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2071 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2072 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2073 * the new speed values for commands.
2237 * 2074 *
2238 * Returns true if there are more actions we can do. 2075 * Returns true if there are more actions we can do. Should not do
2076 * many actions in a row, as that would be too unfair to other
2077 * players.
2239 */ 2078 */
2079bool
2240int handle_newcs_player(object *op) 2080handle_newcs_player (object *op)
2241{ 2081{
2242 if (op->contr->hidden) {
2243 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly.
2247 */
2248 if (pticks & 2) op->invisible--;
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--;
2252 if(!op->invisible) {
2253 make_visible(op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 }
2256 }
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2082 if (QUERY_FLAG (op, FLAG_SCARED))
2083 {
2084 if (op->speed_left > 0.f)
2085 {
2086 --op->speed_left;
2259 flee_player(op); 2087 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2088
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2089 return true;
2264 } 2090 }
2091 else
2092 return false;
2265 } 2093 }
2266 2094
2267 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer.
2271 */
2272 if (op->contr->ranges[range_golem] &&
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL;
2276 op->contr->golem_count = 0;
2277 }
2278
2279 /* call this here - we also will call this in do_ericserver, but 2095 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2096 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2097 * called, so we recheck it here.
2282 */ 2098 */
2283 HandleClient(&op->contr->socket, op->contr); 2099 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2100 return true;
2285 2101
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2102 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction); 2103 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2104
2296 else return 0; 2105 return false;
2297 } 2106}
2107
2108static int
2109save_life (object *op)
2110{
2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2112 return 0;
2299}
2300 2113
2301int save_life(object *op) { 2114 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2116 {
2117 op->play_sound (sound_find ("ob_evaporate"));
2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2119
2120 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2121 CLEAR_FLAG (op, FLAG_LIFESAVE);
2122
2123 if (op->stats.hp < 0)
2124 op->stats.hp = op->stats.maxhp;
2125
2126 if (op->stats.food < 0)
2127 op->stats.food = 999;
2128
2129 op->update_stats ();
2305 return 0; 2130 return 1;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op,
2311 "Your %s vibrates violently, then evaporates.",
2312 query_name(tmp));
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 } 2131 }
2132
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2133 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2134 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2135 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2136 return 0;
2329} 2137}
2330 2138
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2139/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2140 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2141 * function will descend into containers. op is the object to start the search
2334 * from. 2142 * from.
2335 */ 2143 */
2144static void
2336void remove_unpaid_objects(object *op, object *env) 2145drop_unpaid_items (object *op, object *env)
2337{ 2146{
2338 object *next;
2339
2340 while (op) { 2147 while (op)
2148 {
2341 next=op->below; /* Make sure we have a good value, in case 2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2150
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2151 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2152 op->insert_at (env);
2346 op->x = env->x; 2153 else if (op->inv)
2347 op->y = env->y; 2154 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2155
2349 esrv_del_item(env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next; 2156 op = next;
2354 } 2157 }
2355} 2158}
2356 2159
2357 2160void
2358/* 2161object::drop_unpaid_items ()
2359 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory.
2364 */
2365char *gravestone_text (object *op)
2366{ 2162{
2367 static char buf2[MAX_BUF]; 2163 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2164 ::drop_unpaid_items (inv, this);
2369 time_t now = time (NULL);
2370
2371 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2374 else
2375 sprintf (buf, "%s\n", op->name);
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER) {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf);
2388 }
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 return buf2;
2393} 2165}
2394 2166
2395 2167void
2396
2397void do_some_living(object *op) { 2168do_some_living (object *op)
2169{
2398 int last_food=op->stats.food; 2170 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2171 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2172 int over_hp, over_sp, over_grace;
2401 int i; 2173 int i;
2402 int rate_hp = 1200; 2174 int rate_hp = 1200;
2403 int rate_sp = 2500; 2175 int rate_sp = 2500;
2404 int rate_grace = 2000; 2176 int rate_grace = 2000;
2405 const int max_hp = 1; 2177 const int max_hp = 1;
2406 const int max_sp = 1; 2178 const int max_sp = 1;
2407 const int max_grace = 1; 2179 const int max_grace = 1;
2408 2180
2409 if (op->contr->outputs_sync) { 2181 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2182 {
2411 if (op->contr->outputs[i].buf!=NULL && 2183 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2184 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (pticks & 2)
2189 op->invisible--;
2414 } 2190 }
2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2192 {
2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2198 }
2415 2199
2416 if(op->contr->state==ST_PLAYING) { 2200 if (op->contr->ns->state == ST_PLAYING)
2417 2201 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2203 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2204 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2206 else
2207 {
2423 gen_hp = op->stats.maxhp; 2208 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2210 }
2211
2426 if(op->contr->gen_sp >= 0 ) 2212 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2214 else
2215 {
2429 gen_sp = op->stats.maxsp; 2216 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2218 }
2219
2432 if(op->contr->gen_grace >= 0) 2220 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2222 else
2223 {
2435 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 }
2438
2439 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 } 2226 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2227
2473 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2230 if (--op->last_grace < 0)
2231 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2478 if(max_grace>1) { 2235 if (max_grace > 1)
2236 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2237 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2238 if (over_grace > 0)
2239 {
2481 op->stats.sp += over_grace 2240 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2241 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2242 op->last_grace = 0;
2243 }
2484 } else { 2244 else
2245 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2247 }
2486 } 2248 }
2487 } else { 2249 else
2250 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2252 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2253 /* wearing stuff doesn't detract from grace generation. */
2491 }
2492
2493 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) {
2495 if(op->stats.hp<op->stats.maxhp) {
2496 op->stats.hp++;
2497 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2499 op->stats.food--;
2500 if(op->contr->digestion<0)
2501 op->stats.food+=op->contr->digestion;
2502 else if(op->contr->digestion>0 &&
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food;
2505 } 2254 }
2506 } 2255
2507 if(max_hp>1) { 2256 if (op->stats.food > 0)
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 } 2257 {
2516 } else { 2258 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2259 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2260 {
2519 } 2261 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2262
2521 /* Digestion */ 2263 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2264 {
2523#ifdef COZY_SERVER 2265 op->stats.sp++;
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0,
2526 penalty=dg<0?-dg:0;
2527#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif
2531 2266
2532 if(op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2534 else
2535 op->last_eat=25*(1+bonus)/(penalty +1);
2536 /* dms do not consume food */ 2267 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2538 }
2539 }
2540
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2542 object *tmp, *flesh=NULL;
2543
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2268 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0);
2549 if(op->stats.food>=0||op->stats.hp<0)
2550 break; 2269 {
2270 op->stats.food--;
2271
2272 if (op->contr->digestion < 0)
2273 op->stats.food += op->contr->digestion;
2274 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2275 op->stats.food = last_food;
2276 }
2551 } 2277 }
2278
2279 if (max_sp > 1)
2280 {
2281 over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0)
2283 {
2284 if (op->stats.sp < op->stats.maxsp)
2285 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2287
2288 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2289 op->stats.sp--;
2290
2291 if (op->stats.sp > op->stats.maxsp)
2292 op->stats.sp = op->stats.maxsp;
2293 }
2294
2295 op->last_sp = 0;
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303
2304 /* Regenerate Hit Points */
2305 if (--op->last_heal < 0)
2306 {
2307 if (op->stats.hp < op->stats.maxhp)
2308 {
2309 op->stats.hp++;
2310
2311 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ))
2313 {
2314 op->stats.food--;
2315
2316 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food;
2320 }
2321 }
2322
2323 if (max_hp > 1)
2324 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2326
2327 if (over_hp > 0)
2328 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0;
2331 }
2332 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2334 }
2335 else
2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2337 }
2338 }
2339
2340 /* Digestion */
2341 if (--op->last_eat < 0)
2342 {
2343 int bonus = max (0, op->contr->digestion),
2344 penalty = max (0, -op->contr->digestion);
2345
2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2347
2348 /* dms do not consume food */
2349 if (!QUERY_FLAG (op, FLAG_WIZ))
2350 op->stats.food--;
2351 }
2352
2353 if (op->stats.food < 0 && op->stats.hp >= 0)
2354 {
2355 object *flesh = 0;
2356
2357 for_inv_removable (op, tmp)
2358 {
2359 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2360 continue;
2361
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
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.>");
2366 manual_apply (op, tmp, 0);
2367
2368 if (op->stats.food >= 0 || op->stats.hp < 0)
2369 break;
2370 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2371 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2372 flesh = tmp;
2554 } /* end of for loop */ 2373 }
2374
2555 /* If player is still starving, it means they don't have any food, so 2375 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2376 * eat flesh instead.
2557 */ 2377 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2379 {
2380 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2382 manual_apply (op, flesh, 0);
2383 }
2384
2385 // If player is still starving, alert him!
2386 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! "
2388 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2389 }
2390
2391 if (op->stats.food < 0)
2561 } 2392 {
2562 } /* end if player is starving */ 2393 op->stats.hp += op->stats.food;
2394 op->stats.food = 0;
2563 2395
2564 while(op->stats.food<0&&op->stats.hp>0) 2396 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2397 {
2398 op->contr->killer = archetype::get ("killer_starvation");
2399 op->contr->killer->destroy ();
2400 }
2401 }
2566 2402
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2403 /* killer should be set here already */
2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2405 kill_player (op);
2406 }
2569} 2407}
2570
2571
2572 2408
2573/* If the player should die (lack of hp, food, etc), we call this. 2409/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2410 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2411 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2412 * file.
2577 */ 2413 */
2414void
2578void kill_player(object *op) 2415kill_player (object *op)
2579{ 2416{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2417 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2418 maptile *map; /* this is for resurrection */
2583 int z;
2584 int num_stats_lose;
2585 int lost_a_stat;
2586 int lose_this_stat;
2587 int this_stat;
2588 int will_kill_again; 2419 int will_kill_again;
2589 archetype *at; 2420 archetype *at;
2590 object *tmp; 2421 object *tmp;
2591 2422
2592 if(save_life(op)) 2423 if (save_life (op))
2593 return; 2424 return;
2594 2425
2426 dynbuf_text deathtab;
2595 2427
2428 /* restore player */
2429 at = archetype::find (shstr_poisoning);
2430 if (object *tmp = present_arch_in_ob (at, op))
2431 {
2432 tmp->destroy ();
2433 deathtab << "Your body feels cleansed...\r";
2434 }
2435
2436 at = archetype::find (shstr_confusion);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your mind feels clearer...\r";
2441 }
2442
2443 cure_disease (op, 0, 0); /* remove any disease */
2444
2445 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0)
2450 op->stats.food = 999;
2451
2452 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; )
2455 {
2456 object *next = item->below;
2457
2458 if (item->type == SPELL_EFFECT && item->active)
2459 item->destroy ();
2460
2461 item = next;
2462 }
2463
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2464 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2465 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2466 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2467 */
2600 if (op_on_battleground(op, &x, &y)) { 2468 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2469 {
2602 "You have been defeated in combat!"); 2470 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2604 "Local medics have saved your life...");
2605
2606 /* restore player */
2607 at = find_archetype("poisoning");
2608 tmp=present_arch_in_ob(at,op);
2609 if (tmp) {
2610 remove_ob(tmp);
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2613 }
2614 2471
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2621 }
2622
2623 cure_disease(op,0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999;
2626
2627 /* create a bodypart-trophy to make the winner happy */ 2472 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2629 if (tmp != NULL)
2630 {
2631 sprintf(buf,"%s's finger",op->name);
2632 tmp->name = add_string(buf);
2633 sprintf(buf," This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level),
2636 op->contr->killer);
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0;
2639 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 } 2474 {
2475 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title,
2480 (int)op->level,
2481 op->contr->killer_name ()
2482 );
2483 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp);
2643 2486 }
2487
2644 /* teleport defeated player to new destination*/ 2488 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2489 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2490 op->contr->braced = 0;
2491
2492 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2493 return;
2648 } 2494 }
2649 2495
2496 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2497 deathtab << "T<YOU HAVE DIED>\n\n";
2498
2650 INVOKE_PLAYER (DEATH, op->contr); 2499 INVOKE_PLAYER (DEATH, op->contr);
2651 2500
2652 command_kill_pets (op, 0); 2501 command_kill_pets (op, 0);
2653 2502
2654 if(op->stats.food<0) { 2503 op->contr->play_sound (sound_find ("player_dies"));
2655 if (op->contr->explore) {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name);
2662 strcpy(op->contr->killer,"starvation");
2663 }
2664 else {
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name);
2672 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2674 2504
2675 /* save the map location for corpse, gravestone*/ 2505 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2506 x = op->x;
2507 y = op->y;
2508 map = op->map;
2677 2509
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2510 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2511 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2512 * See the config.h file for a little more in depth detail about this.
2683 */ 2513 */
2684 2514
2685 /* Basically two ways to go - remove a stat permanently, or just 2515 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2516 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2517 * of death.
2688 */ 2518 */
2689#ifndef COZY_SERVER 2519#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2520 if (settings.balanced_stat_loss)
2521 {
2691 /* If stat loss is permanent, lose one stat only. */ 2522 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2523 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2524 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2525 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2526 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2527 little bit harder. */
2697 /* GD */ 2528 /* GD */
2698 if (settings.stat_loss_on_death) 2529 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2530 num_stats_lose = 1;
2704 } 2531 else
2532 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2533 }
2534 else
2535 num_stats_lose = 1;
2536
2705 lost_a_stat = 0; 2537 lost_a_stat = 0;
2706 2538
2707 for (z=0; z<num_stats_lose; z++) { 2539 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2540 {
2541 i = rndm (NUM_STATS);
2709 2542
2710 if (settings.stat_loss_on_death) { 2543 if (settings.stat_loss_on_death)
2544 {
2711 /* Pick a random stat and take a point off it. Tell the player 2545 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2546 * what he lost.
2713 */ 2547 */
2714 change_attr_value(&(op->stats), i,-1); 2548 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2549 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2550 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2551 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2552 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2553 lost_a_stat = 1;
2720 } else { 2554 }
2555 else
2556 {
2721 /* deplete a stat */ 2557 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2558 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2559 object *dep;
2560
2561 dep = present_arch_in_ob (deparch, op);
2562 if (!dep)
2724 2563 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2564 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2565 insert_ob_in_ob (dep, op);
2729 } 2566 }
2730 lose_this_stat = 1; 2567 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2568 if (settings.balanced_stat_loss)
2569 {
2732 /* GD */ 2570 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2571 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2572 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2573 if (this_stat < 0)
2574 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2575 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2576 int keep_chance = this_stat * this_stat;
2577
2738 /* Yes, I am paranoid. Sue me. */ 2578 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2579 if (keep_chance < 1)
2740 keep_chance = 1; 2580 keep_chance = 1;
2741 2581
2742 /* There is a maximum depletion total per level. */ 2582 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2583 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2584 {
2744 lose_this_stat = 0; 2585 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2586 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2587 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2588 }
2756 } 2589 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2590 {
2766 if (this_stat>=-50) { 2591 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2592 lose_this_stat = 0;
2593 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2594 this_stat, keep_chance, loss_chance,
2595 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2596 }
2773 } 2597 }
2774 } 2598 }
2775 } 2599
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2600 if (lose_this_stat)
2778 { 2601 {
2779 /* determine_god() seems to not work sometimes... why is this? 2602 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2603 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2604 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2605 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2606 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2607 * difference.
2785 " you.", god); 2608 */
2609 if (this_stat >= -50)
2786 else 2610 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2611 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2612 SET_FLAG (dep, FLAG_APPLIED);
2613 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2614 op->update_stats ();
2615 lost_a_stat = 1;
2616 }
2789 } 2617 }
2618 }
2619 }
2620
2621 /* If no stat lost, tell the player. */
2622 if (!lost_a_stat)
2623 {
2624 /* determine_god() seems to not work sometimes... why is this?
2625 Should I be using something else? GD */
2626 shstr_tmp god = determine_god (op);
2627
2628 if (god != shstr_none)
2629 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2630 else
2631 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2632 }
2633#else
2634 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2635#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2636
2794 /* Put a gravestone up where the character 'almost' died. List the 2637 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2638 * exp loss on the stone.
2796 */ 2639 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2640 tmp = arch_to_object (archetype::find (shstr_gravestone));
2798 sprintf(buf,"%s's gravestone",op->name); 2641 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2642 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2801 FREE_AND_COPY(tmp->name_pl, buf); 2644 &op->name, op->contr->title, op->contr->killer_name ());
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2803 "who was killed\n"
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2645 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2646 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2647
2811 /**************************************/ 2648 /**************************************/
2812 /* */ 2649 /* */
2813 /* Subtract the experience points, */ 2650 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2651 /* */
2817 /**************************************/ 2652 /**************************************/
2818 2653
2819 /* remove any poisoning and confusion the character may be suffering.*/
2820 /* restore player */
2821 at = find_archetype("poisoning");
2822 tmp=present_arch_in_ob(at,op);
2823 if (tmp) {
2824 remove_ob(tmp);
2825 free_object(tmp);
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2827 }
2828
2829 at = find_archetype("confusion");
2830 tmp=present_arch_in_ob(at,op);
2831 if (tmp) {
2832 remove_ob(tmp);
2833 free_object(tmp);
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2835 }
2836 cure_disease(op,0); /* remove any disease */
2837
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2654 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2655 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2844 2656
2845 /* 2657 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2658 * Check to see if the player has any unpaid items. If so, remove them
2847 * the player has any unpaid items. If so, remove them and put them back 2659 * and put them back in the map.
2848 * in the map. 2660 */
2849 */ 2661 op->drop_unpaid_items ();
2850 2662
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2663 /****************************************/
2855 /* */ 2664 /* */
2856 /* Move player to his current respawn- */ 2665 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2666 /* position (usually last savebed) */
2858 /* */ 2667 /* */
2859 /****************************************/ 2668 /****************************************/
2860 2669
2861 enter_player_savebed(op); 2670 enter_player_savebed (op);
2862 2671
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2672 op->contr->braced = 0;
2867 save_player(op,1);
2868 2673
2869 /* it is possible that the player has blown something up 2674 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2675 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2676 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2677 * on the space that might harm the player.
2873 */ 2678 */
2874 will_kill_again=0; 2679 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2680 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2681 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2682 will_kill_again |= tmp->attacktype;
2878 } 2683
2879 if (will_kill_again) { 2684 if (will_kill_again)
2685 {
2880 object *force; 2686 object *force;
2881 int at; 2687 int at;
2882 2688
2883 force=get_archetype(FORCE_NAME); 2689 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2690 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2691 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2692 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2693 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2694 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2695 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2696 force->resist[at] = 100;
2697
2698 insert_ob_in_ob (force, op);
2699 op->update_stats ();
2700 }
2701
2702 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2703}
2704
2705static void
2706loot_object (object *op)
2707{ /* Grab and destroy some treasure */
2708 object *tmp, *tmp2, *next;
2709
2710 op->close_container (); /* close open sack first */
2711
2712 for (tmp = op->inv; tmp; tmp = next)
2713 {
2714 next = tmp->below;
2715
2716 if (tmp->invisible)
2717 continue;
2718
2719 tmp->remove ();
2720 tmp->x = op->x, tmp->y = op->y;
2721
2722 if (tmp->type == CONTAINER)
2723 loot_object (tmp); /* empty container to ground */
2724
2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2726 {
2727 if (tmp->nrof > 1)
2728 {
2729 tmp->decrease (rndm (1, tmp->nrof - 1));
2730 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2731 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 2732 else
2950 delete_character(op->name,1); 2733 tmp->destroy ();
2951 } 2734 }
2952 } 2735 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 2737 }
2997} 2738}
2998 2739
2999/* 2740/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2741 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2742 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2743 * was changed.
3003 */ 2744 */
3004 2745void
3005void fix_weight(void) { 2746fix_weight (void)
3006 player *pl; 2747{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2748 for_all_players (pl)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2749 {
3009 if(old == sum) 2750 sint32 old = pl->ob->carrying;
3010 continue; 2751
3011 fix_player(pl->ob); 2752 pl->ob->update_weight ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2753
3013 pl->ob->name, old, sum); 2754 if (old != pl->ob->carrying)
2755 {
2756 pl->ob->update_stats ();
2757 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2758 }
3014 } 2759 }
3015} 2760}
3016 2761
2762void
3017void fix_luck(void) { 2763fix_luck (void)
3018 player *pl; 2764{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2765 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2766 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2767 pl->ob->change_luck (0);
3022} 2768}
3023
3024 2769
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2770/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2771 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2772 * just treat this as any other spell casting object.
3028 */ 2773 */
3029
3030void 2774void
3031cast_dust (object * op, object * throw_ob, int dir) 2775cast_dust (object *op, object *throw_ob, int dir)
3032{ 2776{
3033 object *skop, *spob; 2777 object *skop, *spob;
3034 2778
3035 skop = find_skill_by_name (op, throw_ob->skill); 2779 skop = find_skill_by_name (op, throw_ob->skill);
3036 2780
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2781 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2782 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2783 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2784 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2785 return;
3043 } 2786 }
3044 2787
3045 spob = throw_ob->inv; 2788 spob = throw_ob->inv;
3046 2789
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2790 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 2791 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2792 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2793 if (!spob)
3051 { 2794 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2795 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 2796 return;
3055 } 2797 }
3056 2798
3057 if (op->type == PLAYER) 2799 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2800 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2801
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2802 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2803
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2804 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2805}
3066 2806
2807void
3067void make_visible (object *op) { 2808make_visible (object *op)
3068 op->hide = 0; 2809{
2810 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2811 op->invisible = 0;
2812
3070 if(op->type==PLAYER) { 2813 if (op->type == PLAYER)
2814 {
3071 op->contr->tmp_invis = 0; 2815 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2816 op->contr->invis_race = 0;
3073 } 2817 }
2818
3074 update_object(op,UP_OBJ_FACE); 2819 update_object (op, UP_OBJ_CHANGE);
3075} 2820}
3076 2821
2822int
3077int is_true_undead(object *op) { 2823is_true_undead (object *op)
3078 object *tmp=NULL; 2824{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2826 return 1;
3081 2827
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 2828 return 0;
3087} 2829}
3088 2830
3089/* look at the surrounding terrain to determine 2831/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2832 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2833 * indicate greater hideability.
3092 */ 2834 */
3093 2835int
3094int hideability(object *ob) { 2836hideability (object *ob)
2837{
3095 int i,level=0, mflag; 2838 int i, level = 0, mflag;
3096 sint16 x,y; 2839 sint16 x, y;
3097 2840
3098 if(!ob||!ob->map) return 0; 2841 if (!ob || !ob->map)
2842 return 0;
3099 2843
3100 /* so, on normal lighted maps, its hard to hide */ 2844 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2845 level = ob->map->darklevel () - 2;
3102 2846
3103 /* this also picks up whether the object is glowing. 2847 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2848 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2849 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2850 if (ob->has_carried_lights ())
2851 level = -(10 + (2 * ob->map->darklevel ()));
3107 2852
3108 /* scan through all nearby squares for terrain to hide in */ 2853 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2854 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2857 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2859 if (mflag & P_OUT_OF_MAP)
2860 continue;
2861
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2862 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2863 level += 2;
3114 else /* open terrain! */ 2864 else /* open terrain! */
3115 level -= 1; 2865 level -= 1;
3116 } 2866 }
3117 2867
3118#if 0 2868#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2869 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2870#endif
3121 return level; 2871 return level;
3122} 2872}
3123 2873
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2874/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2875 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2876 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2877 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2878 */
3129 2879void
3130void do_hidden_move (object *op) { 2880do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2881{
3132 object *skop; 2882 int hide = 0;
3133 2883
3134 if(!op || !op->map) return; 2884 if (!op || !op->map)
2885 return;
3135 2886
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2887 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2888 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2889
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2890 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2891 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2892 if (!skop || num >= skop->level)
2893 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 2895 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2896 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2897 }
2898 else
2899 num += 20;
2900
2901 num += op->map->difficulty;
2902 hide = hideability (op); /* modify by terrain hidden level */
2903 num -= hide;
2904
2905 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2906 {
2907 make_visible (op);
2908
2909 if (op->type == PLAYER)
2910 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2911 }
3154 else if (op->type == PLAYER && skop) { 2912 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2913 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2914}
3158 2915
3159/* determine if who is standing near a hostile creature. */ 2916/* determine if who is standing near a hostile creature. */
3160 2917
2918int
3161int stand_near_hostile( object *who ) { 2919stand_near_hostile (object *who)
2920{
3162 object *tmp=NULL; 2921 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2922 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2923 maptile *m;
3165 sint16 x,y; 2924 sint16 x, y;
3166 2925
3167 if(!who) return 0; 2926 if (!who)
2927 return 0;
3168 2928
3169 if(who->type==PLAYER) player=1; 2929 if (who->type == PLAYER)
2930 player = 1;
2931
2932 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2933 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 2934
3172 /* search adjacent squares */ 2935 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2936 for (i = 1; i < 9; i++)
2937 {
3174 x = who->x+freearr_x[i]; 2938 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2939 y = who->y + freearr_y[i];
3176 m = who->map; 2940 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2941 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2942 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2943 * blocked, don't need to check this space.
3180 */ 2944 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2945 if (mflags & P_OUT_OF_MAP)
2946 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2947 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2948 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2949
3185 if((player||friendly) 2950 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2951 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2952 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2953 return 1;
2954 else if (tmp->type == PLAYER)
2955 {
2956 /*don't let a hidden DM prevent you from hiding */
2957 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 2958 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 2959 }
3194 } 2960 }
3195 } 2961 }
3196 return 0; 2962 return 0;
3197} 2963}
3198 2964
3199/* check the player los field for viewability of the 2965/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2966 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2967 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2968 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2969 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2970 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2971 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2972 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2973 * imply the way your head, or body is facing? It's possible
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 2974 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2975 * -b.t.
3210 * This function is now map tiling safe. 2976 * This function is now map tiling safe.
3211 */ 2977 */
3212 2978int
3213int player_can_view (object *pl,object *op) { 2979player_can_view (object *pl, object *op)
2980{
3214 rv_vector rv; 2981 rv_vector rv;
3215 int dx,dy; 2982 int dx, dy;
3216 2983
3217 if(pl->type!=PLAYER) { 2984 if (pl->type != PLAYER)
2985 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2986 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2987 return -1;
3220 } 2988 }
3221 if (!pl || !op) return 0;
3222 2989
3223 if(op->head) { op = op->head; } 2990 if (!pl || !op)
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 2991 return 0;
3247}
3248 2992
3249/* routine for both players and monsters. We call this when 2993 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 2994
3251 * place or invisiblity spell. Artefact invisiblity is not 2995 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 2996
3253 * return 0. 2997 /* starting with the 'head' part, lets loop
2998 * through the object and find if it has any
2999 * part that is in the los array but isn't on
3000 * a blocked los square.
3001 * we use the archetype to figure out offsets.
3254 */ 3002 */
3255int action_makes_visible (object *op) { 3003 while (op)
3004 {
3005 dx = rv.distance_x + op->arch->x;
3006 dy = rv.distance_y + op->arch->y;
3256 3007
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3008 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3259 return 0;
3260
3261 if (op->contr && op->contr->tmp_invis == 0) return 0;
3262
3263 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3266 return 1; 3009 return 1;
3267 } 3010
3011 op = op->more;
3268 } 3012 }
3013
3269 return 0; 3014 return 0;
3270} 3015}
3271 3016
3272/* op_on_battleground - checks if the given object op (usually 3017/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3018 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3019 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3020 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3021 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3022 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3023 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3024 */
3025int
3280int op_on_battleground (object *op, int *x, int *y) { 3026op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3027{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3028 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3029 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3030 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3031 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3032 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3033 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3034 for (object *tmp = op->below; tmp; tmp = tmp->below)
3035 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3037 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3039 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3040 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3043 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3045 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3047 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3049 {
3300 if (x != NULL && y != NULL) 3050 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052
3302 return 1; 3053 return 1;
3054 }
3303 } 3055 }
3304 } 3056 }
3305 } 3057
3306 if (x != NULL && y != NULL) 3058 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3308 return 1; 3061 return 1;
3062 }
3309 } 3063 }
3310 }
3311 } 3064 }
3065
3312 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3313 return 0; 3067 return 0;
3314} 3068}
3315 3069
3316/* 3070/*
3320 * attributes: 3074 * attributes:
3321 * object *who the dragon player 3075 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3076 * int atnr the attack-number of the ability focus
3323 * int level ability level 3077 * int level ability level
3324 */ 3078 */
3079void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3080dragon_ability_gain (object *who, int atnr, int level)
3081{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3082 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3083 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3084 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3085 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3087 int i = 0, j = 0;
3332 3088
3333 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3098
3343 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3100 return;
3101
3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3103
3104 if (!tr || !tr->item)
3105 {
3106 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3107 return;
3108 }
3109
3110 /* everything seems okay - now bring on the gift: */
3111 item = tr->item;
3112
3113 if (item->type == SPELL)
3114 {
3115 if (check_spell_known (who, item->name))
3344 return; 3116 return;
3345 3117
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3118 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3119 do_learn_spell (who, item, 0);
3348 3120 return;
3349 if (tr == NULL || tr->item == NULL) { 3121 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3122
3123 /* grant direct spell */
3124 if (item->type == SPELLBOOK)
3125 {
3126 if (!item->inv)
3127 {
3128 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3129 return;
3130 }
3131 if (check_spell_known (who, item->inv->name))
3351 return; 3132 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3133 if (item->invisible)
3134 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3135 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3136 do_learn_spell (who, item->inv, 0);
3378 return; 3137 return;
3379 } 3138 }
3380 } 3139 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3140 else if (item->type == SKILL_TOOL && item->invisible)
3141 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3142 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3143 {
3383 3144
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3145 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3146 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3147 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3148 * but not all of them, he gets nothing.
3388 */ 3149 */
3389 if (!(skop->attacktype & item->attacktype)) { 3150 if (!(skop->attacktype & item->attacktype))
3151 {
3390 /* Give new attacktype */ 3152 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3153 skop->attacktype |= item->attacktype;
3392 3154
3393 /* always add physical if there's none */ 3155 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3156 skop->attacktype |= AT_PHYSICAL;
3395 3157
3396 if (item->msg != NULL) 3158 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3159 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3160
3399 /* Give player new face */ 3161 /* Give player new face */
3400 if (item->animation_id) { 3162 if (item->animation_id)
3163 {
3401 who->face = skop->face; 3164 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3165 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3166 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3167 who->last_anim = 0;
3405 who->state = 0; 3168 who->state = 0;
3406 animate_object(who, who->direction); 3169 animate_object (who, who->direction);
3407 } 3170 }
3408 } 3171 }
3409 } 3172 }
3410 } 3173 }
3411 else if (item->type == FORCE) { 3174 else if (item->type == FORCE)
3175 {
3412 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3177 object *skin;
3178
3414 /* first get the dragon skin force */ 3179 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3181 ;
3417 if (skin == NULL) return; 3182
3418 3183 if (!skin)
3184 return;
3185
3419 /* adding new spellpath attunements */ 3186 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3187 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3188 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3189 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3190
3423 /* print message */ 3191 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3192 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3193 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3194 {
3426 if(item->path_attuned & (1<<i)) { 3195 if (item->path_attuned & (1 << i))
3196 {
3427 if (j) 3197 if (j)
3428 strcat(buf," and "); 3198 strcat (buf, " and ");
3429 else 3199 else
3430 j = 1; 3200 j = 1;
3431 strcat(buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3432 } 3202 }
3433 } 3203 }
3434 strcat(buf,"."); 3204 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3205 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3206 }
3437 3207
3438 /* evtl. adding flags: */ 3208 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3209 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3210 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3211 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3212 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3213 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3214 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3215
3446 /* print message if there is one */ 3216 /* print message if there is one */
3447 if (item->msg != NULL) 3217 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 }
3220 else
3449 } 3221 {
3450 else {
3451 /* generate misc. treasure */ 3222 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3223 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3225 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3226 }
3458} 3227}
3459 3228
3460/** 3229/**
3461 * Unready an object for a player. This function does nothing if the object was 3230 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3231 * not readied.
3463 */ 3232 */
3233void
3464void player_unready_range_ob(player *pl, object *ob) { 3234player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3466 3238
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3239 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3240 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3241
3470 if (pl->shoottype == i) { 3242 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3243 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3244}
3245
3246//-GPL
3247
3248sint8
3249player::darkness_at (maptile *map, int x, int y) const
3250{
3251 if (!ns)
3252 return LOS_BLOCKED;
3253
3254 int dx, dy;
3255 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3256 return LOS_BLOCKED;
3257
3258 x += dx - ns->current_x;
3259 y += dy - ns->current_y;
3260
3261 return blocked_los (x, y);
3262}
3263
3264void
3265player::infobox (const char *title, const char *msg, int color)
3266{
3267 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3268}
3269
3270void
3271player::statusmsg (const char *msg, int color)
3272{
3273 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3274}
3275
3276void
3277player::failmsg (const char *msg, int color)
3278{
3279 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color);
3281}
3282

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines