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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.249 by root, Sun Nov 29 17:41:08 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 (get_player_archetype (0)->instance ());
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. */
746int roll_stat(void) { 639static int
640roll_stat ()
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
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1006 || tmp->type == ROD
1007 || tmp->type == HORN
1008 || tmp->type == POWER_CRYSTAL)
1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1344 1013
1345 /* pick up all magical items */ 1014 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1015 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1016 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1017 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1349 1022
1350 if(op->contr->mode & PU_VALUABLES) 1023 if (op->contr->mode & PU_VALUABLES)
1351 { 1024 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1025 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1354 } 1030 }
1355 1031
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1032 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1033 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1034 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1035 || tmp->type == AMULET
1036 || tmp->type == GIRDLE
1037 || tmp->type == SKILL_TOOL)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 /* we don't forget dragon food */
1044 if (op->contr->mode & PU_FLESH)
1045 if (tmp->type == FLESH)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1360 1050
1361 /* bows and arrows. Bows are good for selling! */ 1051 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1052 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1053 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1365 if(op->contr->mode & PU_ARROW) 1059 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1060 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1061 {
1062 CHK_PICK_PICKUP;
1063 continue;
1064 }
1368 1065
1369 /* all kinds of armor etc. */ 1066 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1067 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1068 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1373 if(op->contr->mode & PU_HELMET) 1074 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1075 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1376 if(op->contr->mode & PU_SHIELD) 1081 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1082 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1379 if(op->contr->mode & PU_BOOTS) 1088 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1089 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1382 if(op->contr->mode & PU_GLOVES) 1095 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1096 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1385 if(op->contr->mode & PU_CLOAK) 1102 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1103 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1104 {
1105 CHK_PICK_PICKUP;
1106 continue;
1107 }
1388 1108
1389 /* hoping to catch throwing daggers here */ 1109 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1110 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1111 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1393 1116
1394 /* careful: chairs and tables are weapons! */ 1117 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1118 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 } 1119 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1120 if (tmp->type == WEAPON)
1121 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1404 { 1126 }
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 1127
1411 /* misc stuff that's useful */ 1128 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1129 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1130 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1131 {
1132 CHK_PICK_PICKUP;
1133 continue;
1134 }
1415 1135
1416 /* any of the last 4 bits set means we use the ratio for value 1136 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1137 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1138 if (op->contr->mode & PU_RATIO)
1419 { 1139 {
1420 /* use value density to decide what else to grab */ 1140 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1141 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1142 /* >=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 */ 1143 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1144 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1145 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1146 {
1427 pick_up(op, tmp);
1428#if 0 1147#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1148 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1149 if (tmp->name != NULL)
1150 {
1431 fprintf(stderr,"%s", tmp->name); 1151 fprintf (stderr, "%s", tmp->name);
1432 } 1152 }
1153 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1154 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1155 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1156 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1157#endif
1158 CHK_PICK_PICKUP;
1437 continue; 1159 continue;
1438 } 1160 }
1161 } /* the new pickup model */
1439 } 1162 }
1440 } /* the new pickup model */ 1163
1441 }
1442 return ! stop; 1164 return !stop;
1165}
1166
1167/* routine for both players and monsters. We call this when
1168 * there is a possibility for our action distrubing our hiding
1169 * place or invisiblity spell. Artefact invisiblity causes
1170 * "noise" instead. If we arent invisible to begin with, we
1171 * return 0.
1172 */
1173static int
1174action_makes_visible (object *op)
1175{
1176 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1177 {
1178 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1179 {
1180 // artefact invisibility is permanent, but we still make noise
1181 // this is important for game-balance.
1182 if (op->contr)
1183 op->make_noise ();
1184
1185 return 0;
1186 }
1187
1188 if (op->contr && op->contr->tmp_invis == 0)
1189 return 0;
1190
1191 /* If monsters, they should become visible */
1192 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1193 {
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1195 return 1;
1196 }
1197 }
1198
1199 return 0;
1443} 1200}
1444 1201
1445/* 1202/*
1446 * Find an arrow in the inventory and after that 1203 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1204 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1205 * found object is returned.
1449 */ 1206 */
1207static object *
1450object *find_arrow(object *op, const char *type) 1208find_arrow (object *op, const char *type)
1451{ 1209{
1452 object *tmp = NULL; 1210 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1211 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1212 return splay (tmp);
1453 1213
1454 for(op=op->inv; op; op=op->below) 1214 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1215 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1216 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1217 {
1458 else if (op->type==ARROW && op->race==type) 1218 splay (tmp);
1459 return op; 1219 return arrow;
1220 }
1221
1460 return tmp; 1222 return 0;
1461} 1223}
1462 1224
1463/* 1225/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1226 * 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 1227 * 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 1228 * 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. 1229 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1230 */
1469 1231static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1232find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1233{
1472 object *tmp = NULL, *arrow, *ntmp; 1234 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1235 int attacknum, attacktype, betterby = 0, i;
1474 1236
1475 if (!type) 1237 if (!type)
1476 return NULL; 1238 return NULL;
1477 1239
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1240 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1241 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1242 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1243 {
1481 i = 0; 1244 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1245 ntmp = find_better_arrow (arrow, target, type, &i);
1246
1483 if (i > betterby) { 1247 if (i > betterby)
1248 {
1484 tmp = ntmp; 1249 tmp = ntmp;
1485 betterby = i; 1250 betterby = i;
1486 } 1251 }
1252 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1253 else if (arrow->type == ARROW && arrow->race == type)
1254 {
1488 /* allways prefer assasination/slaying */ 1255 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1256 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1257 {
1491 if (arrow->attacktype & AT_DEATH) { 1258 if (arrow->attacktype & AT_DEATH)
1259 {
1492 *better = 100; 1260 *better = 100;
1493 return arrow; 1261 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1262 }
1498 } else { 1263 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 } 1264 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1265 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1266 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 } 1267 }
1515 } 1268 }
1269 else
1270 {
1271 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1272 {
1273 attacktype = 1 << attacknum;
1274 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1275 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1276 {
1277 tmp = arrow;
1278 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1279 }
1280 }
1281
1282 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1283 {
1284 tmp = arrow;
1285 betterby = 2 + arrow->magic + arrow->stats.dam;
1286 }
1287
1288 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1289 {
1290 tmp = arrow;
1291 betterby = 1 + arrow->magic + arrow->stats.dam;
1292 }
1516 } 1293 }
1294 }
1517 } 1295 }
1296
1518 if (tmp == NULL && arrow == NULL) 1297 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1298 return find_arrow (op, type);
1520 1299
1521 *better = betterby; 1300 *better = betterby;
1522 return tmp; 1301 return tmp;
1523} 1302}
1524 1303
1525/* looks in a given direction, finds the first valid target, and calls 1304/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1305 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1306 * op = the shooter
1528 * type = bow->race 1307 * type = bow->race
1529 * dir = fire direction 1308 * dir = fire direction
1530 */ 1309 */
1531 1310static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1311pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1312{
1534 object *tmp = NULL; 1313 object *tmp = NULL;
1535 mapstruct *m; 1314 maptile *m;
1536 int i, mflags, found, number; 1315 int i, mflags, found, number;
1537 sint16 x, y; 1316 sint16 x, y;
1538 1317
1539 if (op->map == NULL) 1318 if (op->map == NULL)
1540 return find_arrow(op, type); 1319 return find_arrow (op, type);
1541 1320
1542 /* do a dex check */ 1321 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1322 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))) 1323 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1324 return find_arrow (op, type);
1546 1325
1547 m = op->map; 1326 m = op->map;
1548 x = op->x; 1327 x = op->x;
1549 y = op->y; 1328 y = op->y;
1550 1329
1551 /* find the first target */ 1330 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1331 for (i = 0, found = 0; i < 20; i++)
1332 {
1553 x += freearr_x[dir]; 1333 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1334 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1335 mflags = get_map_flags (m, &m, x, y, &x, &y);
1336
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1337 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1338 {
1557 tmp = NULL; 1339 tmp = 0;
1340 break;
1341 }
1342 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1343 {
1344 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1345 * perhaps a bad assumption.
1346 */
1347 tmp = 0;
1348 break;
1349 }
1350
1351 if (mflags & P_IS_ALIVE)
1352 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1353 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1558 break; 1354 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 } 1355 }
1576 if (tmp == NULL) 1356
1357 if (!tmp)
1577 return find_arrow(op, type); 1358 return find_arrow (op, type);
1578 1359
1579 if (tmp->head) 1360 if (tmp->head)
1580 tmp = tmp->head; 1361 tmp = tmp->head;
1581 1362
1582 return find_better_arrow(op, tmp, type, &i); 1363 return find_better_arrow (op, tmp, type, &i);
1583} 1364}
1584 1365
1585/* 1366/*
1586 * Creature fires a bow - op can be monster or player. Returns 1367 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1368 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1371 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1372 * 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 1373 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1374 * player fire modes.
1594 */ 1375 */
1376int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1377fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1378{
1598 object *left, *bow; 1379 object *left, *bow;
1599 tag_t left_tag, tag; 1380 int mflags;
1600 int bowspeed, mflags; 1381 maptile *m;
1601 mapstruct *m;
1602 1382
1603 if (!dir) { 1383 if (!dir)
1384 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1386 return 0;
1387 }
1388
1389 if (op->contr)
1390 bow = op->current_weapon;
1391 else
1606 } 1392 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1393 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1394 /* 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. 1395 * don't need to switch back and forth between bows and weapons.
1613 */ 1396 */
1614 if(bow->type==BOW) 1397 if (bow->type == BOW)
1615 break; 1398 break;
1616 1399
1617 if (!bow) { 1400 if (!bow)
1401 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1402 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1403 return 0;
1620 } 1404 }
1405
1406 // optimisation: move object to top so we will find it quickly again
1407 splay (bow);
1621 } 1408 }
1409
1622 if( !bow->race || !bow->skill) { 1410 if (!bow->race || !bow->skill)
1411 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1412 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1413 return 0;
1625 } 1414 }
1626 1415
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) { 1416 if (arrow == NULL)
1417 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1418 if ((arrow = find_arrow (op, bow->race)) == NULL)
1419 {
1637 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1421 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 */ 1422 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1423 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1424 CLEAR_FLAG (op, FLAG_READY_BOW);
1425
1643 return 0; 1426 return 0;
1644 } 1427 }
1645 } 1428 }
1429
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1430 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1431 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1432 return 0;
1649 } 1433
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1434 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1435 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1437 return 0;
1653 } 1438 }
1654 1439
1655 /* this should not happen, but sometimes does */ 1440 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1441 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1442 {
1658 free_object(arrow); 1443 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1444 arrow->destroy ();
1659 return 0; 1445 return 0;
1660 } 1446 }
1661 1447
1662 left = arrow; /* these are arrows left to the player */ 1448 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1449 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1450 if (!arrow)
1665 if (arrow == NULL) { 1451 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1453 return 0;
1669 } 1454 }
1670 set_owner(arrow, op); 1455
1671 if (arrow->skill) free_string(arrow->skill); 1456 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1457 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1458 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1459
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 */ 1460 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1461 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1462 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1463 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1464
1690 /* Note that this was different for monsters - they got their level 1465#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1466 if (player *pl = op->contr)
1692 */
1693 1467 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1468 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1469
1470 /* penalize ROF for bestarrow */
1471 if (pl->bowtype == bow_bestarrow)
1472 speed *= .9f;
1473 else
1474 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1475
1476 op->speed_left += speed - op->speed;
1477 }
1478#endif
1479
1480 SET_ANIMATION (arrow, arrow->direction);
1481
1698 /* update the speed */ 1482 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1483 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; 1484 + bow->stats.dam / 7.f;
1703 1485
1704 if (arrow->speed < 1.0) 1486 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1487 arrow->speed_left = 0;
1708 1488
1489 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1490
1709 if (op->type == PLAYER) { 1491 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1492 {
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; 1493 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1494 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1495
1496 if (!arrow->slaying)
1497 arrow->slaying = op->slaying;
1498
1499 arrow->attacktype |= op->attacktype;
1500 }
1501 else
1502 {
1720 arrow->level = op->level; 1503 arrow->level = op->level;
1721 } 1504 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1505
1506 if (!arrow->slaying)
1507 arrow->slaying = bow->slaying;
1508
1723 arrow->attacktype |= bow->attacktype; 1509 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1510 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1511
1727 arrow->map = m; 1512 wc -= arrow->level;
1513 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1514
1515 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1516 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1517 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1518
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1519 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1520 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1521
1735 if (!was_destroyed(arrow, tag)) 1522 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1523 move_arrow (arrow);
1737 1524
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; 1525 return 1;
1745} 1526}
1746 1527
1747/* Special fire code for players - this takes into 1528/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1529 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1530 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1531 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1532 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1533 * hence the function name.
1753 */ 1534 */
1535static int
1754int player_fire_bow(object *op, int dir) 1536player_fire_bow (object *op, int dir)
1755{ 1537{
1756 int ret=0, wcmod=0; 1538 int ret;
1757 1539
1758 if (op->contr->bowtype == bow_bestarrow) { 1540 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1541 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1542 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); 1543 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1544 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1545 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1546 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, 1547 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1548 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1549 else if (op->contr->bowtype == bow_threewide)
1550 {
1551 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1553 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1554 }
1555 else if (op->contr->bowtype == bow_spreadshot)
1556 {
1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1558 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1559 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1560 }
1561 else
1562 {
1563 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1564 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 } 1565 }
1566
1780 return ret; 1567 return ret;
1781} 1568}
1782
1783 1569
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1570/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1571 * Broken apart from 'fire' to keep it more readable.
1786 */ 1572 */
1573static void
1787void fire_misc_object(object *op, int dir) 1574fire_misc_object (object *op, int dir)
1788{ 1575{
1789 object *item; 1576 object *item = op->contr->ranged_ob;
1790 1577
1791 if (!op->contr->ranges[range_misc]) { 1578 if (!item)
1579 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1581 return;
1794 } 1582 }
1795 1583
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1584 if (!item->inv)
1585 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1586 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1587 return;
1800 } 1588 }
1589
1590 if (!op->change_weapon (item))
1591 return;
1592
1801 if (item->type == WAND) { 1593 if (item->type == WAND)
1594 {
1802 if(item->stats.food<=0) { 1595 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1596 {
1597 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)); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1599
1805 return; 1600 return;
1806 } 1601 }
1602 }
1807 } else if (item->type == ROD || item->type==HORN) { 1603 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1604 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1605 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1606
1607 // using the maximum of the rods charge allows at least one spell cast
1608 // for a rod or horn, this fixes some broken rods.
1609 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1610 {
1611 op->contr->play_sound (sound_find ("wand_poof"));
1612
1810 if (item->type== ROD) 1613 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)); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1615 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1616 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)); 1617
1816 return; 1618 return;
1817 } 1619 }
1818 } 1620 }
1819 1621
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1622 if (cast_spell (op, item, dir, item->inv, NULL))
1623 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1624 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1625
1822 if (item->type == WAND) { 1626 if (item->type == WAND)
1627 {
1823 if (!(--item->stats.food)) { 1628 if (!(--item->stats.food))
1629 {
1824 object *tmp; 1630 object *tmp;
1631
1825 if (item->arch) { 1632 if (item->arch)
1633 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1634 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1635 item->face = item->arch->face;
1828 item->speed = 0; 1636 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1637 }
1831 if ((tmp=is_player_inv(item))) 1638
1639 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1640 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1641 }
1834 } 1642 }
1835 else if (item->type == ROD || item->type==HORN) { 1643 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1644 drain_rod_charge (item);
1837 }
1838 } 1645 }
1839} 1646}
1840 1647
1841/* Received a fire command for the player - go and do it. 1648/* Received a fire command for the player - go and do it.
1842 */ 1649 */
1650bool
1843void fire(object *op,int dir) { 1651fire (object *op, int dir)
1652{
1844 int spellcost=0; 1653 int spellcost = 0;
1845 1654
1655 player *pl = op->contr;
1656
1657 if (pl->golem)
1658 {
1659 control_golem (op->contr->golem, dir);
1660 return false;
1661 }
1662
1663 object *ob = pl->ranged_ob;
1664
1665 if (!ob)
1666 return false;
1667
1668 if (op->speed_left > 0.f)
1669 --op->speed_left;
1670 else
1671 return false;
1672
1673 if (!op->change_weapon (ob))
1674 return false;
1675
1846 /* check for loss of invisiblity/hide */ 1676 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1677 if (action_makes_visible (op))
1678 make_visible (op);
1848 1679
1849 switch(op->contr->shoottype) { 1680 switch (ob->type)
1850 case range_none: 1681 {
1851 return; 1682 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1683 player_fire_bow (op, dir);
1855 return; 1684 break;
1856 1685
1857 case range_magic: /* Casting spells */ 1686 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1687 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1688 break;
1860 1689
1861 case range_misc: 1690 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 ); 1691 apply_map_builder (op, dir);
1692 break;
1693
1694 case SKILL:
1695 do_skill (op, op, ob, dir, 0);
1696 break;
1697
1698 default:
1699 fire_misc_object (op, dir);
1700 break;
1701 }
1702
1703 return true;
1704}
1705
1706static object *
1707find_key_ (object *pl, object *container, object *door)
1708{
1709 object *tmp, *key;
1710
1711 /* Should not happen, but sanity checking is never bad */
1712 if (!container->inv)
1713 return 0;
1714
1715 /* First, lets try to find a key in the top level inventory */
1716 for (tmp = container->inv; tmp; tmp = tmp->below)
1717 {
1718 if (door->type == DOOR && tmp->type == KEY)
1719 break;
1720
1721 /* For sanity, we should really check door type, but other stuff
1722 * (like containers) can be locked with special keys
1723 */
1724 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1725 break;
1726 }
1727
1728 /* No key found - lets search inventories now */
1729 /* If we find and use a key in an inventory, return at that time.
1730 * otherwise, if we search all the inventories and still don't find
1731 * a key, return
1732 */
1733 if (!tmp)
1734 {
1735 for (tmp = container->inv; tmp; tmp = tmp->below)
1736 /* No reason to search empty containers */
1737 if (tmp->type == CONTAINER && tmp->inv)
1738 if ((key = find_key_ (pl, tmp, door)))
1739 return key;
1740
1741 if (!tmp)
1886 return; 1742 return 0;
1887 default: 1743 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1744
1745 /* We get down here if we have found a key. Now if its in a container,
1746 * see if we actually want to use it
1747 */
1748 if (pl != container)
1749 {
1750 /* Only let players use keys in containers */
1751 if (!pl->contr)
1889 return; 1752 return 0;
1890 }
1891}
1892 1753
1754 /* cases where this fails:
1755 * If we only search the player inventory, return now since we
1756 * are not in the players inventory.
1757 * If the container is not active, return now since only active
1758 * containers can be used.
1759 * If we only search keyrings and the container does not have
1760 * a race/isn't a keyring.
1761 * No checking for all containers - to fall through past here,
1762 * inv must have been an container and must have been active.
1763 *
1764 * Change the color so that the message doesn't disappear with
1765 * all the others.
1766 */
1767 if (pl->contr->usekeys == key_inventory
1768 || !QUERY_FLAG (container, FLAG_APPLIED)
1769 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1770 {
1771 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1772 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1773 return NULL;
1774 }
1775 }
1893 1776
1777 return tmp;
1778}
1894 1779
1895/* find_key 1780/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1781 * 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 1782 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1783 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1785 * pl is the player,
1901 * inv is the objects inventory to searched 1786 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1787 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1788 * This function can be called recursively to search containers.
1904 */ 1789 */
1905 1790object *
1906object * find_key(object *pl, object *container, object *door) 1791find_key (object *pl, object *container, object *door)
1907{ 1792{
1908 object *tmp,*key; 1793 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 } 1794 {
1922 /* No key found - lets search inventories now */ 1795 // 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. 1796 // 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 1797 // of searching through containers ourselves.
1925 * a key, return 1798
1926 */ 1799 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 } 1800 }
1936 /* We get down here if we have found a key. Now if its in a container, 1801 else
1937 * see if we actually want to use it 1802 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} 1803}
1968 1804
1969/* moved door processing out of move_player_attack. 1805/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1806 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1807 * such that the caller should not do anything more,
1972 * 0 otherwise 1808 * 0 otherwise
1973 */ 1809 */
1810static int
1974static int player_attack_door(object *op, object *door) 1811player_attack_door (object *op, object *door)
1975{ 1812{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1813 /* 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 - 1814 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1815 * otherwise, we fall through to the rest of the code.
1980 */ 1816 */
1981 object *key=find_key(op, op, door); 1817 object *key = find_key (op, op, door);
1982 1818
1983 /* IF we found a key, do some extra work */ 1819 /* If we found a key, do some extra work */
1984 if (key) { 1820 if (key)
1821 {
1985 object *container=key->env; 1822 object *container = key->env;
1986 1823
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1824 if (action_makes_visible (op))
1825 make_visible (op);
1826
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1827 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1828 spring_trap (door->inv, op);
1829
1990 if (door->type == DOOR) { 1830 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1831 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1832 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1833 {
1995 "You open the door with the %s", query_short_name(key)); 1834 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1835 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1836 }
1837
1998 /* Do this after we print the message */ 1838 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1839 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1840
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1841 return 1; /* Nothing more to do below */
1842 }
2004 } else if (door->type==LOCKED_DOOR) { 1843 else if (door->type == LOCKED_DOOR)
1844 {
2005 /* Might as well return now - no other way to open this */ 1845 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1846 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1847 return 1;
2008 } 1848 }
1849
2009 return 0; 1850 return 0;
2010} 1851}
2011 1852
2012/* This function is just part of a breakup from move_player. 1853/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1854 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1855 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1856 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1857 * going to try and move (not fire weapons).
2017 */ 1858 */
2018 1859bool
2019void move_player_attack(object *op, int dir) 1860move_player_attack (object *op, int dir)
2020{ 1861{
2021 object *tmp, *mon; 1862 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1863 {
1864 --op->speed_left;
1865 return true;
1866 }
1867
2023 int on_battleground; 1868 int on_battleground;
2024 mapstruct *m;
2025 1869
2026 nx=freearr_x[dir]+op->x; 1870 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1871 sint16 ny = freearr_y[dir] + op->y;
2028 1872
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1873 on_battleground = op_on_battleground (op, 0, 0);
2030 1874
1875 if (out_of_map (op->map, nx, ny))
1876 return false;
1877
2031 /* If braced, or can't move to the square, and it is not out of the 1878 /* 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * 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 1884 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1885 * move_ob uses.
2039 */ 1886 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1887 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 1888
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1889 /* 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. 1890 * 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 1891 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1892 * on the space
1893 */
1894 object *mon;
1895 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1896 {
1897 if ((mon->flag [FLAG_ALIVE]
1898 || mon->type == LOCKED_DOOR
1899 || mon->flag [FLAG_CAN_ROLL])
1900 && mon != op)
1901 break;
1902 }
1903
1904 if (!mon) /* This happens anytime the player tries to move */
1905 return false; /* into a wall */
1906
1907 mon = mon->head_ ();
1908
1909 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1910 if (op->contr->weapon_sp_left > 0.f)
1911 if (player_attack_door (op, mon))
2057 */ 1912 {
2058 while (tmp!=NULL) { 1913 --op->contr->weapon_sp_left;
2059 if (tmp == op) { 1914 return true;
2060 tmp=tmp->above; 1915 }
2061 continue; 1916
1917 /* The following deals with possibly attacking peaceful
1918 * or friendly creatures. Basically, all players are considered
1919 * unaggressive. If the moving player has peaceful set, then the
1920 * object should be pushed instead of attacked. It is assumed that
1921 * if you are braced, you will not attack friends accidently,
1922 * and thus will not push them.
1923 */
1924
1925 /* If the creature is a pet, push it even if the player is not
1926 * peaceful. Our assumption is the creature is a pet if the
1927 * player owns it and it is either friendly or unagressive.
1928 */
1929 if (op->type == PLAYER
1930 && ((mon->owner && mon->owner->contr
1931 && same_party (mon->owner->contr->party, op->contr->party))
1932 || mon->owner == op)
1933 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1934 {
1935 /* If we're braced, we don't want to switch places with it */
1936 if (op->contr->braced)
1937 return false;
1938
1939 if (op->speed_left > 0.f)
1940 {
1941 --op->speed_left;
1942
1943 op->play_sound (sound_find ("push_player"));
1944 push_ob (mon, dir, op);
1945
1946 if (action_makes_visible (op))
1947 make_visible (op);
1948
1949 return true;
1950 }
1951 else
1952 return false;
1953 }
1954
1955 /* in certain circumstances, you shouldn't attack friendly
1956 * creatures. Note that if you are braced, you can't push
1957 * someone, but put it inside this loop so that you won't
1958 * attack them either.
1959 */
1960 if ((mon->type == PLAYER || mon->enemy != op)
1961 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1962 && ((op->contr->peaceful
1963 || (mon->type == PLAYER && mon->contr->peaceful))
1964 && !on_battleground))
1965 {
1966 if (op->speed_left > 0.f)
1967 {
1968 --op->speed_left;
1969
1970 if (!op->contr->braced)
1971 {
1972 op->play_sound (sound_find ("push_player"));
1973 push_ob (mon, dir, op);
2062 } 1974 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1975 else
2064 mon = tmp; 1976 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 1977
2075 if(mon->head != NULL) 1978 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1979 make_visible (op);
2077 1980
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1981 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 { 1982 }
2106 /* If we're braced, we don't want to switch places with it */ 1983 }
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 1984 /* 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. 1985 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1986 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1987 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1988 {
1989 if (op->speed_left > 0.f)
1990 {
1991 --op->speed_left;
1992
2142 recursive_roll(mon,dir,op); 1993 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1994 if (action_makes_visible (op))
2144 } 1995 make_visible (op);
2145 1996
1997 return true;
1998 }
1999 }
2146 /* Any generic living creature. Including things like doors. 2000 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2001 * 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: 2002 * 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 2003 * 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. 2004 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2005 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2006 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2007 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2008 {
2156 2009 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 } 2010 {
2184 } /* if player should attack something */ 2011 --op->contr->weapon_sp_left;
2185}
2186 2012
2013 skill_attack (mon, op, 0, 0, 0);
2014
2015 if (action_makes_visible (op))
2016 make_visible (op);
2017
2018 return true;
2019 }
2020 }
2021
2022 return false;
2023}
2024
2025bool
2187int move_player(object *op,int dir) { 2026move_player (object *op, int dir)
2188 int pick; 2027{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2028 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; 2029 return 0;
2030
2031 /* Sanity check: make sure dir is valid */
2032 if ((dir < 0) || (dir >= 9))
2033 {
2034 LOG (llevError, "move_player: invalid direction %d\n", dir);
2035 return 0;
2036 }
2037
2038 /* peterm: added following line */
2039 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2040 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2041
2042 op->facing = dir;
2043
2044 if (op->flag [FLAG_HIDDEN])
2045 do_hidden_move (op);
2046
2047 bool retval;
2048 int pick = 0;
2049
2050 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2051 retval = RESULT_INT (0);
2052 else if (op->contr->fire_on)
2053 retval = fire (op, dir);
2054 else
2055 {
2056 retval = move_player_attack (op, dir);
2057 pick = check_pick (op);
2058 }
2059
2060 /* Add special check for newcs players and fire on - this way, the
2061 * server can handle repeat firing.
2062 */
2063 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2064 op->direction = dir;
2065 else
2066 op->direction = 0;
2067
2068 /* Update how the player looks. Use the facing, so direction may
2069 * get reset to zero. This allows for full animation capabilities
2070 * for players.
2071 */
2072 animate_object (op, op->facing);
2073
2074 return retval;
2231} 2075}
2232 2076
2233/* This is similar to handle_player, below, but is only used by the 2077/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2078 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2079 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2080 * the new speed values for commands.
2237 * 2081 *
2238 * Returns true if there are more actions we can do. 2082 * Returns true if there are more actions we can do. Should not do
2083 * many actions in a row, as that would be too unfair to other
2084 * players.
2239 */ 2085 */
2086bool
2240int handle_newcs_player(object *op) 2087handle_newcs_player (object *op)
2241{ 2088{
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)) { 2089 if (QUERY_FLAG (op, FLAG_SCARED))
2090 {
2091 if (op->speed_left > 0.f)
2092 {
2093 --op->speed_left;
2259 flee_player(op); 2094 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2095
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2096 return true;
2264 } 2097 }
2098 else
2099 return false;
2265 } 2100 }
2266 2101
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 2102 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2103 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2104 * called, so we recheck it here.
2282 */ 2105 */
2283 HandleClient(&op->contr->socket, op->contr); 2106 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2107 return true;
2285 2108
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2109 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); 2110 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2111
2296 else return 0; 2112 return false;
2297 } 2113}
2114
2115static int
2116save_life (object *op)
2117{
2118 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2119 return 0;
2299}
2300 2120
2301int save_life(object *op) { 2121 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2122 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2123 {
2124 op->play_sound (sound_find ("ob_evaporate"));
2125 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2126
2127 tmp->destroy ();
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2128 CLEAR_FLAG (op, FLAG_LIFESAVE);
2129
2130 if (op->stats.hp < 0)
2131 op->stats.hp = op->stats.maxhp;
2132
2133 if (op->stats.food < 0)
2134 op->stats.food = 999;
2135
2136 op->update_stats ();
2305 return 0; 2137 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 } 2138 }
2139
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2140 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2141 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2142 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2143 return 0;
2329} 2144}
2330 2145
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2146/* 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 2147 * 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 2148 * function will descend into containers. op is the object to start the search
2334 * from. 2149 * from.
2335 */ 2150 */
2151static void
2336void remove_unpaid_objects(object *op, object *env) 2152drop_unpaid_items (object *op, object *env)
2337{ 2153{
2338 object *next;
2339
2340 while (op) { 2154 while (op)
2155 {
2341 next=op->below; /* Make sure we have a good value, in case 2156 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2157
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2158 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2159 op->insert_at (env);
2346 op->x = env->x; 2160 else if (op->inv)
2347 op->y = env->y; 2161 drop_unpaid_items (op->inv, env);
2348 if (env->type == PLAYER) 2162
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; 2163 op = next;
2354 } 2164 }
2355} 2165}
2356 2166
2357 2167void
2358/* 2168object::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{ 2169{
2367 static char buf2[MAX_BUF]; 2170 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2171 ::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} 2172}
2394 2173
2395 2174void
2396
2397void do_some_living(object *op) { 2175do_some_living (object *op)
2176{
2398 int last_food=op->stats.food; 2177 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2178 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2179 int over_hp, over_sp, over_grace;
2401 int i; 2180 int i;
2402 int rate_hp = 1200; 2181 int rate_hp = 1200;
2403 int rate_sp = 2500; 2182 int rate_sp = 2500;
2404 int rate_grace = 2000; 2183 int rate_grace = 2000;
2405 const int max_hp = 1; 2184 const int max_hp = 1;
2406 const int max_sp = 1; 2185 const int max_sp = 1;
2407 const int max_grace = 1; 2186 const int max_grace = 1;
2408 2187
2409 if (op->contr->outputs_sync) { 2188 if (op->contr->hidden)
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2189 {
2411 if (op->contr->outputs[i].buf!=NULL && 2190 op->invisible = 1000;
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2191 /* the socket code flashes the player visible/invisible
2413 flush_output_element(op, &op->contr->outputs[i]); 2192 * depending on the value of invisible, so we need to
2193 * alternate it here for it to work correctly.
2194 */
2195 if (pticks & 2)
2196 op->invisible--;
2414 } 2197 }
2198 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2199 {
2200 if (!op->invisible--)
2201 {
2202 make_visible (op);
2203 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2204 }
2205 }
2415 2206
2416 if(op->contr->state==ST_PLAYING) { 2207 if (op->contr->ns->state == ST_PLAYING)
2417 2208 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2209 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2210 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2211 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2212 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2213 else
2214 {
2423 gen_hp = op->stats.maxhp; 2215 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2216 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2217 }
2218
2426 if(op->contr->gen_sp >= 0 ) 2219 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2220 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2221 else
2222 {
2429 gen_sp = op->stats.maxsp; 2223 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2224 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2225 }
2226
2432 if(op->contr->gen_grace >= 0) 2227 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2228 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2229 else
2230 {
2435 gen_grace = op->stats.maxgrace; 2231 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2232 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 } 2233 }
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 2234
2473 /* Regenerate Grace */ 2235 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2236 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2237 if (--op->last_grace < 0)
2238 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2239 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2240 op->stats.grace++; /* no penalty in food for regaining grace */
2241
2478 if(max_grace>1) { 2242 if (max_grace > 1)
2243 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2244 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2245 if (over_grace > 0)
2246 {
2481 op->stats.sp += over_grace 2247 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; 2248 + (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; 2249 op->last_grace = 0;
2250 }
2484 } else { 2251 else
2252 {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2486 } 2255 }
2487 } else { 2256 else
2257 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2258 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2259 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2260 /* 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 } 2261 }
2506 } 2262
2507 if(max_hp>1) { 2263 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 } 2264 {
2516 } else { 2265 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2266 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2267 {
2519 } 2268 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2269
2521 /* Digestion */ 2270 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2271 {
2523#ifdef COZY_SERVER 2272 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 2273
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 */ 2274 /* 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)) { 2275 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; 2276 {
2277 op->stats.food--;
2278
2279 if (op->contr->digestion < 0)
2280 op->stats.food += op->contr->digestion;
2281 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2282 op->stats.food = last_food;
2283 }
2551 } 2284 }
2285
2286 if (max_sp > 1)
2287 {
2288 over_sp = (gen_sp + 10) / rate_sp;
2289 if (over_sp > 0)
2290 {
2291 if (op->stats.sp < op->stats.maxsp)
2292 {
2293 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2294
2295 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2296 op->stats.sp--;
2297
2298 if (op->stats.sp > op->stats.maxsp)
2299 op->stats.sp = op->stats.maxsp;
2300 }
2301
2302 op->last_sp = 0;
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307 else
2308 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2309 }
2310
2311 /* Regenerate Hit Points */
2312 if (--op->last_heal < 0)
2313 {
2314 if (op->stats.hp < op->stats.maxhp)
2315 {
2316 op->stats.hp++;
2317
2318 /* dms do not consume food */
2319 if (!QUERY_FLAG (op, FLAG_WIZ))
2320 {
2321 op->stats.food--;
2322
2323 if (op->contr->digestion < 0)
2324 op->stats.food += op->contr->digestion;
2325 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2326 op->stats.food = last_food;
2327 }
2328 }
2329
2330 if (max_hp > 1)
2331 {
2332 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2333
2334 if (over_hp > 0)
2335 {
2336 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2337 op->last_heal = 0;
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2341 }
2342 else
2343 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2344 }
2345 }
2346
2347 /* Digestion */
2348 if (--op->last_eat < 0)
2349 {
2350 int bonus = max (0, op->contr->digestion),
2351 penalty = max (0, -op->contr->digestion);
2352
2353 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2354
2355 /* dms do not consume food */
2356 if (!QUERY_FLAG (op, FLAG_WIZ))
2357 op->stats.food--;
2358 }
2359
2360 if (op->stats.food < 0 && op->stats.hp >= 0)
2361 {
2362 object *flesh = 0;
2363
2364 for_inv_removable (op, tmp)
2365 {
2366 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2367 continue;
2368
2369 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2370 {
2371 op->statusmsg ("You blindly grab for a bite of food. "
2372 "H<To prevent you from starving, you ate some random item from your backpack.>");
2373 manual_apply (op, tmp, 0);
2374
2375 if (op->stats.food >= 0 || op->stats.hp < 0)
2376 break;
2377 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2378 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2379 flesh = tmp;
2554 } /* end of for loop */ 2380 }
2381
2555 /* If player is still starving, it means they don't have any food, so 2382 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2383 * eat flesh instead.
2557 */ 2384 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2385 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."); 2386 {
2387 op->statusmsg ("You blindly grab for a bite of food. "
2388 "H<To prevent you from starving, you ate some random item from your backpack.>");
2560 manual_apply(op,flesh,0); 2389 manual_apply (op, flesh, 0);
2390 }
2391
2392 // If player is still starving, alert him!
2393 if (op->stats.food < 0)
2394 op->failmsg ("You are starving! "
2395 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2396 }
2397
2398 if (op->stats.food < 0)
2561 } 2399 {
2562 } /* end if player is starving */ 2400 op->stats.hp += op->stats.food;
2401 op->stats.food = 0;
2563 2402
2564 while(op->stats.food<0&&op->stats.hp>0) 2403 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2404 {
2405 op->contr->killer = archetype::get ("killer_starvation");
2406 op->contr->killer->destroy ();
2407 }
2408 }
2566 2409
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2410 /* killer should be set here already */
2411 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2412 kill_player (op);
2413 }
2569} 2414}
2570
2571
2572 2415
2573/* If the player should die (lack of hp, food, etc), we call this. 2416/* 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 2417 * 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 2418 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2419 * file.
2577 */ 2420 */
2421void
2578void kill_player(object *op) 2422kill_player (object *op)
2579{ 2423{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2424 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2425 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; 2426 int will_kill_again;
2589 archetype *at; 2427 archetype *at;
2590 object *tmp; 2428 object *tmp;
2591 2429
2592 if(save_life(op)) 2430 if (save_life (op))
2593 return; 2431 return;
2594 2432
2433 dynbuf_text deathtab;
2595 2434
2435 /* restore player */
2436 at = archetype::find (shstr_poisoning);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your body feels cleansed...\r";
2441 }
2442
2443 at = archetype::find (shstr_confusion);
2444 if (object *tmp = present_arch_in_ob (at, op))
2445 {
2446 tmp->destroy ();
2447 deathtab << "Your mind feels clearer...\r";
2448 }
2449
2450 cure_disease (op, 0, 0); /* remove any disease */
2451
2452 max_it (op->stats.hp , op->stats.maxhp);
2453 max_it (op->stats.sp , op->stats.maxsp);
2454 max_it (op->stats.grace, op->stats.maxgrace);
2455
2456 if (op->stats.food <= 0)
2457 op->stats.food = 999;
2458
2459 // remove all spell effects that are active
2460 // to avoid long-term effects such as word-of-recall
2461 for (object *item = op->inv; item; )
2462 {
2463 object *next = item->below;
2464
2465 if (item->type == SPELL_EFFECT && item->active)
2466 item->destroy ();
2467
2468 item = next;
2469 }
2470
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2471 /* 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. 2472 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2473 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2474 */
2600 if (op_on_battleground(op, &x, &y)) { 2475 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2476 {
2602 "You have been defeated in combat!"); 2477 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 2478
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 */ 2479 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2480 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2481
2630 { 2482 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2483 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2484 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2485 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2486 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2487 (int)op->level,
2636 op->contr->killer); 2488 op->contr->killer_name ()
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 }
2643 2489 );
2490 tmp->value = 0, tmp->type = 0;
2491 tmp->material = name_to_material (shstr_organic);
2492 tmp->insert_at (op, tmp);
2493
2644 /* teleport defeated player to new destination*/ 2494 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2495 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2496 op->contr->braced = 0;
2497
2498 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2499 return;
2648 } 2500 }
2649 2501
2502 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2503 deathtab << "T<YOU HAVE DIED>\n\n";
2504
2650 INVOKE_PLAYER (DEATH, op->contr); 2505 INVOKE_PLAYER (DEATH, op->contr);
2651 2506
2652 command_kill_pets (op, 0); 2507 command_kill_pets (op, 0);
2653 2508
2654 if(op->stats.food<0) { 2509 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 2510
2675 /* save the map location for corpse, gravestone*/ 2511 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2512 x = op->x;
2513 y = op->y;
2514 map = op->map;
2677 2515
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2516 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2517 * 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. 2518 * See the config.h file for a little more in depth detail about this.
2683 */ 2519 */
2684 2520
2685 /* Basically two ways to go - remove a stat permanently, or just 2521 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2522 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2523 * of death.
2688 */ 2524 */
2689#ifndef COZY_SERVER 2525#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2526 if (settings.balanced_stat_loss)
2527 {
2691 /* If stat loss is permanent, lose one stat only. */ 2528 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2529 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2530 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2531 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2532 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2533 little bit harder. */
2697 /* GD */ 2534 /* GD */
2698 if (settings.stat_loss_on_death) 2535 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; 2536 num_stats_lose = 1;
2704 } 2537 else
2538 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2539 }
2540 else
2541 num_stats_lose = 1;
2542
2705 lost_a_stat = 0; 2543 lost_a_stat = 0;
2706 2544
2707 for (z=0; z<num_stats_lose; z++) { 2545 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2546 {
2547 i = rndm (NUM_STATS);
2709 2548
2710 if (settings.stat_loss_on_death) { 2549 if (settings.stat_loss_on_death)
2550 {
2711 /* Pick a random stat and take a point off it. Tell the player 2551 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2552 * what he lost.
2713 */ 2553 */
2714 change_attr_value(&(op->stats), i,-1); 2554 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2555 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2556 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2557 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2558 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2559 lost_a_stat = 1;
2720 } else { 2560 }
2561 else
2562 {
2721 /* deplete a stat */ 2563 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2564 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2565 object *dep;
2566
2567 dep = present_arch_in_ob (deparch, op);
2568 if (!dep)
2724 2569 {
2725 dep = present_arch_in_ob(deparch,op); 2570 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2571 insert_ob_in_ob (dep, op);
2729 } 2572 }
2730 lose_this_stat = 1; 2573 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2574 if (settings.balanced_stat_loss)
2575 {
2732 /* GD */ 2576 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2577 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2578 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2579 if (this_stat < 0)
2580 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2581 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2582 int keep_chance = this_stat * this_stat;
2583
2738 /* Yes, I am paranoid. Sue me. */ 2584 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2585 if (keep_chance < 1)
2740 keep_chance = 1; 2586 keep_chance = 1;
2741 2587
2742 /* There is a maximum depletion total per level. */ 2588 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2589 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2590 {
2744 lose_this_stat = 0; 2591 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2592 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2593 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 } 2594 }
2756 } 2595 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 */ 2596 {
2766 if (this_stat>=-50) { 2597 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; 2598 lose_this_stat = 0;
2599 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2600 this_stat, keep_chance, loss_chance,
2601 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2602 }
2773 } 2603 }
2774 } 2604 }
2775 } 2605
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2606 if (lose_this_stat)
2778 { 2607 {
2779 /* determine_god() seems to not work sometimes... why is this? 2608 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2609 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2610 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2611 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2612 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2613 * difference.
2785 " you.", god); 2614 */
2615 if (this_stat >= -50)
2786 else 2616 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2617 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2618 SET_FLAG (dep, FLAG_APPLIED);
2619 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2620 op->update_stats ();
2621 lost_a_stat = 1;
2622 }
2789 } 2623 }
2624 }
2625 }
2626
2627 /* If no stat lost, tell the player. */
2628 if (!lost_a_stat)
2629 {
2630 /* determine_god() seems to not work sometimes... why is this?
2631 Should I be using something else? GD */
2632 shstr_tmp god = determine_god (op);
2633
2634 if (god != shstr_none)
2635 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2636 else
2637 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2638 }
2639#else
2640 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2641#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 2642
2794 /* Put a gravestone up where the character 'almost' died. List the 2643 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2644 * exp loss on the stone.
2796 */ 2645 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2646 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2647 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2648 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2649 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); 2650 &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; 2651 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2652 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2653
2811 /**************************************/ 2654 /**************************************/
2812 /* */ 2655 /* */
2813 /* Subtract the experience points, */ 2656 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2657 /* */
2817 /**************************************/ 2658 /**************************************/
2818 2659
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)); */ 2660 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2661 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 2662
2845 /* 2663 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2664 * 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 2665 * and put them back in the map.
2848 * in the map. 2666 */
2849 */ 2667 op->drop_unpaid_items ();
2850 2668
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2669 /****************************************/
2855 /* */ 2670 /* */
2856 /* Move player to his current respawn- */ 2671 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2672 /* position (usually last savebed) */
2858 /* */ 2673 /* */
2859 /****************************************/ 2674 /****************************************/
2860 2675
2861 enter_player_savebed(op); 2676 enter_player_savebed (op);
2862 2677
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2678 op->contr->braced = 0;
2867 save_player(op,1);
2868 2679
2869 /* it is possible that the player has blown something up 2680 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2681 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2682 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2683 * on the space that might harm the player.
2873 */ 2684 */
2874 will_kill_again=0; 2685 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2686 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2687 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2688 will_kill_again |= tmp->attacktype;
2878 } 2689
2879 if (will_kill_again) { 2690 if (will_kill_again)
2691 {
2880 object *force; 2692 object *force;
2881 int at; 2693 int at;
2882 2694
2883 force=get_archetype(FORCE_NAME); 2695 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2696 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2697 force->speed = 0.1f;
2886 force->speed_left=-5.0; 2698 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2699 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2700 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2701 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2702 force->resist[at] = 100;
2703
2704 insert_ob_in_ob (force, op);
2705 op->update_stats ();
2706 }
2707
2708 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2709}
2710
2711static void
2712loot_object (object *op)
2713{ /* Grab and destroy some treasure */
2714 object *tmp, *tmp2, *next;
2715
2716 op->close_container (); /* close open sack first */
2717
2718 for (tmp = op->inv; tmp; tmp = next)
2719 {
2720 next = tmp->below;
2721
2722 if (tmp->invisible)
2723 continue;
2724
2725 tmp->remove ();
2726 tmp->x = op->x, tmp->y = op->y;
2727
2728 if (tmp->type == CONTAINER)
2729 loot_object (tmp); /* empty container to ground */
2730
2731 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2732 {
2733 if (tmp->nrof > 1)
2734 {
2735 tmp->decrease (rndm (1, tmp->nrof - 1));
2736 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2737 }
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 { 2738 else
2950 delete_character(op->name,1); 2739 tmp->destroy ();
2951 } 2740 }
2952 } 2741 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); 2742 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 } 2743 }
2997} 2744}
2998 2745
2999/* 2746/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2747 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2748 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2749 * was changed.
3003 */ 2750 */
2751void
2752fix_weight ()
2753{
2754 for_all_players (pl)
2755 {
2756 sint32 old = pl->ob->carrying;
3004 2757
3005void fix_weight(void) { 2758 pl->ob->update_weight ();
3006 player *pl; 2759
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2760 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2761 {
3009 if(old == sum) 2762 pl->ob->update_stats ();
3010 continue; 2763 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2764 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2765 }
3015} 2766}
3016 2767
3017void fix_luck(void) { 2768void
3018 player *pl; 2769fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2770{
2771 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2772 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2773 pl->ob->change_luck (0);
3022} 2774}
3023
3024 2775
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2776/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2777 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2778 * just treat this as any other spell casting object.
3028 */ 2779 */
3029
3030void 2780void
3031cast_dust (object * op, object * throw_ob, int dir) 2781cast_dust (object *op, object *throw_ob, int dir)
3032{ 2782{
3033 object *skop, *spob; 2783 object *skop, *spob;
3034 2784
3035 skop = find_skill_by_name (op, throw_ob->skill); 2785 skop = find_skill_by_name (op, throw_ob->skill);
3036 2786
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2787 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2788 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2789 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2790 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2791 return;
3043 } 2792 }
3044 2793
3045 spob = throw_ob->inv; 2794 spob = throw_ob->inv;
3046 2795
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2796 // 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 2797 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2798 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2799 if (!spob)
3051 { 2800 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2801 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; 2802 return;
3055 } 2803 }
3056 2804
3057 if (op->type == PLAYER) 2805 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2806 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2807
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2808 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2809
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2810 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2811}
3066 2812
2813void
3067void make_visible (object *op) { 2814make_visible (object *op)
3068 op->hide = 0; 2815{
2816 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2817 op->invisible = 0;
2818
3070 if(op->type==PLAYER) { 2819 if (op->type == PLAYER)
2820 {
3071 op->contr->tmp_invis = 0; 2821 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2822 op->contr->invis_race = 0;
3073 } 2823 }
2824
3074 update_object(op,UP_OBJ_FACE); 2825 update_object (op, UP_OBJ_CHANGE);
3075} 2826}
3076 2827
2828int
3077int is_true_undead(object *op) { 2829is_true_undead (object *op)
3078 object *tmp=NULL; 2830{
3079
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2831 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2832 return 1;
3081 2833
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; 2834 return 0;
3087} 2835}
3088 2836
3089/* look at the surrounding terrain to determine 2837/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2838 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2839 * indicate greater hideability.
3092 */ 2840 */
3093 2841int
3094int hideability(object *ob) { 2842hideability (object *ob)
2843{
3095 int i,level=0, mflag; 2844 int i, level = 0, mflag;
3096 sint16 x,y; 2845 sint16 x, y;
3097 2846
3098 if(!ob||!ob->map) return 0; 2847 if (!ob || !ob->map)
2848 return 0;
3099 2849
3100 /* so, on normal lighted maps, its hard to hide */ 2850 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2851 level = ob->map->darklevel () - 2;
3102 2852
3103 /* this also picks up whether the object is glowing. 2853 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2854 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2855 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2856 if (ob->has_carried_lights ())
2857 level = -(10 + (2 * ob->map->darklevel ()));
3107 2858
3108 /* scan through all nearby squares for terrain to hide in */ 2859 /* 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]) { 2860 for (i = 0, x = ob->x, y = ob->y;
2861 i <= SIZEOFFREE1;
2862 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2863 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2864 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2865 if (mflag & P_OUT_OF_MAP)
2866 continue;
2867
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2868 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2869 level += 2;
3114 else /* open terrain! */ 2870 else /* open terrain! */
3115 level -= 1; 2871 level -= 1;
3116 } 2872 }
3117 2873
3118#if 0 2874#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2875 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2876#endif
3121 return level; 2877 return level;
3122} 2878}
3123 2879
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2880/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2881 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2882 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2883 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2884 */
3129 2885void
3130void do_hidden_move (object *op) { 2886do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2887{
3132 object *skop; 2888 int hide = 0;
3133 2889
3134 if(!op || !op->map) return; 2890 if (!op || !op->map)
2891 return;
3135 2892
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2893 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2894 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2895
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2896 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2897 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2898 if (!skop || num >= skop->level)
2899 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2900 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); 2901 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2902 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2903 }
2904 else
2905 num += 20;
2906
2907 num += op->map->difficulty;
2908 hide = hideability (op); /* modify by terrain hidden level */
2909 num -= hide;
2910
2911 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2912 {
2913 make_visible (op);
2914
2915 if (op->type == PLAYER)
2916 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2917 }
3154 else if (op->type == PLAYER && skop) { 2918 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2919 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2920}
3158 2921
3159/* determine if who is standing near a hostile creature. */ 2922/* determine if who is standing near a hostile creature. */
3160 2923
2924int
3161int stand_near_hostile( object *who ) { 2925stand_near_hostile (object *who)
2926{
3162 object *tmp=NULL; 2927 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2928 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2929 maptile *m;
3165 sint16 x,y; 2930 sint16 x, y;
3166 2931
3167 if(!who) return 0; 2932 if (!who)
2933 return 0;
3168 2934
3169 if(who->type==PLAYER) player=1; 2935 if (who->type == PLAYER)
2936 player = 1;
2937
2938 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2939 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 2940
3172 /* search adjacent squares */ 2941 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 2942 for (i = 1; i < 9; i++)
2943 {
3174 x = who->x+freearr_x[i]; 2944 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 2945 y = who->y + freearr_y[i];
3176 m = who->map; 2946 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 2947 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 2948 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 2949 * blocked, don't need to check this space.
3180 */ 2950 */
3181 if (mflags & P_OUT_OF_MAP) continue; 2951 if (mflags & P_OUT_OF_MAP)
2952 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2953 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 2954 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2955
3185 if((player||friendly) 2956 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2957 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2958 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2959 return 1;
2960 else if (tmp->type == PLAYER)
2961 {
2962 /*don't let a hidden DM prevent you from hiding */
2963 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 2964 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 } 2965 }
3194 } 2966 }
3195 } 2967 }
3196 return 0; 2968 return 0;
3197} 2969}
3198 2970
3199/* check the player los field for viewability of the 2971/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2972 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2973 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2974 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2975 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2976 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2977 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2978 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2979 * 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. 2980 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2981 * -b.t.
3210 * This function is now map tiling safe. 2982 * This function is now map tiling safe.
3211 */ 2983 */
3212 2984int
3213int player_can_view (object *pl,object *op) { 2985player_can_view (object *pl, object *op)
2986{
3214 rv_vector rv; 2987 rv_vector rv;
3215 int dx,dy; 2988 int dx, dy;
3216 2989
3217 if(pl->type!=PLAYER) { 2990 if (pl->type != PLAYER)
2991 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 2992 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 2993 return -1;
3220 } 2994 }
3221 if (!pl || !op) return 0;
3222 2995
3223 if(op->head) { op = op->head; } 2996 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; 2997 return 0;
3247}
3248 2998
3249/* routine for both players and monsters. We call this when 2999 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 3000
3251 * place or invisiblity spell. Artefact invisiblity is not 3001 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 3002
3253 * return 0. 3003 /* starting with the 'head' part, lets loop
3004 * through the object and find if it has any
3005 * part that is in the los array but isn't on
3006 * a blocked los square.
3007 * we use the archetype to figure out offsets.
3254 */ 3008 */
3255int action_makes_visible (object *op) { 3009 while (op)
3010 {
3011 dx = rv.distance_x + op->arch->x;
3012 dy = rv.distance_y + op->arch->y;
3256 3013
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3014 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; 3015 return 1;
3267 } 3016
3017 op = op->more;
3268 } 3018 }
3019
3269 return 0; 3020 return 0;
3270} 3021}
3271 3022
3272/* op_on_battleground - checks if the given object op (usually 3023/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3024 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3025 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3026 * -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 3027 * 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 3028 * 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 3029 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3030 */
3031int
3280int op_on_battleground (object *op, int *x, int *y) { 3032op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3033{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3034 /* 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), 3035 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3036 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3037 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3038 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3039 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3040 for (object *tmp = op->below; tmp; tmp = tmp->below)
3041 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3042 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3043 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3044 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp(tmp->name, "battleground")==0 && 3045 && tmp->type == BATTLEGROUND
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3046 && tmp->name == shstr_battleground
3047 && EXIT_X (tmp) && EXIT_Y (tmp))
3048 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3049 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3050 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp; 3051 {
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3052 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3053 {
3298 if(invtmp->type==FORCE && invtmp->slaying && 3054 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3055 {
3300 if (x != NULL && y != NULL) 3056 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3057 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3058
3302 return 1; 3059 return 1;
3060 }
3303 } 3061 }
3304 } 3062 }
3305 } 3063
3306 if (x != NULL && y != NULL) 3064 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3065 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3066
3308 return 1; 3067 return 1;
3068 }
3309 } 3069 }
3310 }
3311 } 3070 }
3071
3312 /* If we got here, did not find a battleground */ 3072 /* If we got here, did not find a battleground */
3313 return 0; 3073 return 0;
3314} 3074}
3315 3075
3316/* 3076/*
3320 * attributes: 3080 * attributes:
3321 * object *who the dragon player 3081 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3082 * int atnr the attack-number of the ability focus
3323 * int level ability level 3083 * int level ability level
3324 */ 3084 */
3085void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3086dragon_ability_gain (object *who, int atnr, int level)
3087{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3088 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3089 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3090 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3091 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3092 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3093 int i = 0, j = 0;
3332 3094
3333 /* get the appropriate treasurelist */ 3095 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3096 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3097 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3098 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3099 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3100 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3101 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3102 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3103 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3104
3343 if (trlist == NULL || who->type != PLAYER) 3105 if (trlist == NULL || who->type != PLAYER)
3106 return;
3107
3108 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3109
3110 if (!tr || !tr->item)
3111 {
3112 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3113 return;
3114 }
3115
3116 /* everything seems okay - now bring on the gift: */
3117 item = tr->item;
3118
3119 if (item->type == SPELL)
3120 {
3121 if (check_spell_known (who, item->name))
3344 return; 3122 return;
3345 3123
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3124 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3125 do_learn_spell (who, item, 0);
3348 3126 return;
3349 if (tr == NULL || tr->item == NULL) { 3127 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3128
3129 /* grant direct spell */
3130 if (item->type == SPELLBOOK)
3131 {
3132 if (!item->inv)
3133 {
3134 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3135 return;
3136 }
3137 if (check_spell_known (who, item->inv->name))
3351 return; 3138 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) { 3139 if (item->invisible)
3140 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3141 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); 3142 do_learn_spell (who, item->inv, 0);
3378 return; 3143 return;
3379 } 3144 }
3380 } 3145 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3146 else if (item->type == SKILL_TOOL && item->invisible)
3147 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3148 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3149 {
3383 3150
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3151 /* 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 3152 * 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, 3153 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3154 * but not all of them, he gets nothing.
3388 */ 3155 */
3389 if (!(skop->attacktype & item->attacktype)) { 3156 if (!(skop->attacktype & item->attacktype))
3157 {
3390 /* Give new attacktype */ 3158 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3159 skop->attacktype |= item->attacktype;
3392 3160
3393 /* always add physical if there's none */ 3161 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3162 skop->attacktype |= AT_PHYSICAL;
3395 3163
3396 if (item->msg != NULL) 3164 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3165 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3166
3399 /* Give player new face */ 3167 /* Give player new face */
3400 if (item->animation_id) { 3168 if (item->animation_id)
3169 {
3401 who->face = skop->face; 3170 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3171 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3172 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3173 who->last_anim = 0;
3405 who->state = 0; 3174 who->state = 0;
3406 animate_object(who, who->direction); 3175 animate_object (who, who->direction);
3407 } 3176 }
3408 } 3177 }
3409 } 3178 }
3410 } 3179 }
3411 else if (item->type == FORCE) { 3180 else if (item->type == FORCE)
3181 {
3412 /* forces in the treasurelist can alter the player's stats */ 3182 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3183 object *skin;
3184
3414 /* first get the dragon skin force */ 3185 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3186 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3187 ;
3417 if (skin == NULL) return; 3188
3418 3189 if (!skin)
3190 return;
3191
3419 /* adding new spellpath attunements */ 3192 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3193 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3194 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3195 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3196
3423 /* print message */ 3197 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3198 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3199 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3200 {
3426 if(item->path_attuned & (1<<i)) { 3201 if (item->path_attuned & (1 << i))
3202 {
3427 if (j) 3203 if (j)
3428 strcat(buf," and "); 3204 strcat (buf, " and ");
3429 else 3205 else
3430 j = 1; 3206 j = 1;
3431 strcat(buf, spellpathnames[i]); 3207 strcat (buf, spellpathnames[i]);
3432 } 3208 }
3433 } 3209 }
3434 strcat(buf,"."); 3210 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3211 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3212 }
3437 3213
3438 /* evtl. adding flags: */ 3214 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3215 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3216 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3217 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3218 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3219 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3220 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3221
3446 /* print message if there is one */ 3222 /* print message if there is one */
3447 if (item->msg != NULL) 3223 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3224 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3225 }
3226 else
3449 } 3227 {
3450 else {
3451 /* generate misc. treasure */ 3228 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3229 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3230 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); 3231 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3232 }
3458} 3233}
3459 3234
3460/** 3235/**
3461 * Unready an object for a player. This function does nothing if the object was 3236 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3237 * not readied.
3463 */ 3238 */
3239void
3464void player_unready_range_ob(player *pl, object *ob) { 3240player_unready_range_ob (player *pl, object *ob)
3465 rangetype i; 3241{
3242 if (pl->ob->current_weapon == ob)
3243 pl->ob->current_weapon = 0;
3466 3244
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3245 if (pl->combat_ob == ob)
3468 if (pl->ranges[i] == ob) { 3246 pl->combat_ob = 0;
3469 pl->ranges[i] = NULL; 3247
3470 if (pl->shoottype == i) { 3248 if (pl->ranged_ob == ob)
3471 pl->shoottype = range_none; 3249 pl->ranged_ob = 0;
3472 }
3473 }
3474 }
3475} 3250}
3251
3252//-GPL
3253
3254sint8
3255player::darkness_at (maptile *map, int x, int y) const
3256{
3257 if (!ns)
3258 return LOS_BLOCKED;
3259
3260 int dx, dy;
3261 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3262 return LOS_BLOCKED;
3263
3264 x += dx - ns->current_x;
3265 y += dy - ns->current_y;
3266
3267 return blocked_los (x, y);
3268}
3269
3270void
3271player::infobox (const char *title, const char *msg, int color)
3272{
3273 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3274}
3275
3276void
3277player::statusmsg (const char *msg, int color)
3278{
3279 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3280}
3281
3282void
3283player::failmsg (const char *msg, int color)
3284{
3285 play_sound (sound_find ("generic_failure"));
3286 statusmsg (msg, color);
3287}
3288

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