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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 1.301 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 27
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 28#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 29#include <functional>
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 30
29#include <global.h> 31#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <sounds.h> 33#include <sounds.h>
37#include <living.h> 34#include <living.h>
38#include <object.h> 35#include <object.h>
39#include <spells.h> 36#include <spells.h>
40#include <skills.h> 37#include <skills.h>
41#include <newclient.h>
42 38
43#ifdef COZY_SERVER 39playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 40
47player *find_player(const char *plname) 41/* This loads the first map an puts the player on it. */
42static void
43set_first_map (object *op)
48{ 44{
49 player *pl; 45 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 46 op->x = -1;
51 { 47 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 48}
57 49
58player* find_player_partial_name( const char* plname ) 50void
59 { 51player::activate ()
60 player* pl; 52{
61 player* found = NULL; 53 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 54 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 55
133void send_news(const object *op) { 56 players.insert (this);
134 char buf[MAX_BUF]; 57 ob->remove ();
135 char news[HUGE_BUF]; 58 ob->map = 0;
136 char subject[MAX_BUF]; 59 ob->activate_recursive ();
137 FILE *fp; 60 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 61 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 62}
180 63
181int playername_ok(const char *cp) { 64void
182 /* Don't allow - or _ as first character in the name */ 65player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 66{
184 67 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 68 return;
189}
190 69
191/* This no longer sets the player map. Also, it now updates 70 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 71 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 72 ob->deactivate_recursive ();
194 */
195 73
196/* Redo this to do both get_player_ob and get_player. 74 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 75 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 76
206 if (!p) { 77 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 79 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 80 party = 0;
210 81
211 /* This adds the player in the linked list. There is extra 82 players.erase (this);
212 * complexity here because we want to add the new player at the 83}
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 84
225 p->next = NULL; 85// connect the player with a specific client
86// also changes, rationalises, and fixes some incorrect settings
87void
88player::connect (client *ns)
89{
90 this->ns = ns;
91 ns->pl = this;
92
93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
226 } 115 {
116 object *tmp, *abil = 0, *skin = 0;
227 117
228 /* Clears basically the entire player structure except 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 119 if (tmp->type == FORCE)
230 */ 120 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 121 abil = tmp;
232 p->attachable_init (); //HACK 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
233 124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
234 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 212 * we deal with that below this point.
236 */ 213 */
237 p->party=NULL; 214 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 217
243#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 219
245#endif 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
246 239 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
248 244 }
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 */
257 245
258 roll_stats(op); 246 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} 247}
300 248
301 249player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 250{
305 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
306 op->x = -1; 252 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} 253}
340 254
341/* 255/*
342 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
345 */ 259 */
260static archetype *
346archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
347{ 262{
348 archetype *start = at; 263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
349 for (;;) { 271 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 } 272 {
361} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
362 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
363 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
302
303object *
364object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
365 object *op = NULL; 306 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 307 objectlink *ol;
368 unsigned lastdist; 308 unsigned lastdist;
369 rv_vector rv; 309 rv_vector rv;
370 310
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 314 continue;
398 315
399 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
317 {
400 op=ol->ob; 318 op = ol->ob;
401 lastdist=rv.distance; 319 lastdist = rv.distance;
402 } 320 }
403 } 321 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 322
323 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 324 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 325 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 326 {
412 } 327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
413#if 0 331#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 333#endif
416 return op; 334 return op;
417} 335}
418 336
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* 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 338 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
422 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
423 * the deviation is 341 * the deviation is
424 */ 342 */
425#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
435 * circling behaviour. Unfortunately, this function is also used to determined 353 * 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 354 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 355 * is probably not a good thing.
438 */ 356 */
439#define MAX_SPACES 50 357#define MAX_SPACES 50
440
441 358
442/* 359/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * 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 361 * 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 362 * 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. 375 * 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, 376 * 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 377 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 378 * is blocking itself.
462 */ 379 */
380int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
464 rv_vector rv; 383 rv_vector rv;
465 sint16 x,y; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap;
468 385
469 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
470 387
471 if (rv.distance<mindiff) return 0; 388 if (rv.distance < mindiff)
389 return 0;
472 390
473 x=mon->x; 391 mapxy pos (mon);
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction; 392 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 393 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); 394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
395
479 /* If we can't solve it within the search distance, return now. */ 396 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 397 if (diff > max)
398 return 0;
399
481 while (diff >1 && max>0) { 400 while (diff > 1 && max > 0)
482 lastx = x; 401 {
483 lasty = y; 402 mapxy lastpos = pos;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490 403
404 pos.move (dir);
405
491 /* Space is blocked - try changing direction a little */ 406 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 407 if (!pos.normalise ()
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
410 {
494 /* recalculate direction from last good location. Possible 411 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 412 * we were not traversing ideal location before.
496 */ 413 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
498 if (rv.direction != dir) { 415 if (rv.direction != dir)
416 {
499 /* OK - says direction should be different - lets reset the 417 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 418 * the values so it will try again.
501 */ 419 */
502 x = lastx;
503 y = lasty;
504 m = lastmap; 420 pos = lastpos;
505 dir = firstdir = rv.direction; 421 dir = firstdir = rv.direction;
422 }
506 } else { 423 else
424 {
507 /* direct path is blocked - try taking a side step to 425 /* direct path is blocked - try taking a side step to
508 * either the left or right. 426 * either the left or right.
509 * Note increase the values in the loop below to be 427 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 428 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 429 * 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 430 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 431 * stepping back and forth
514 */ 432 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 436 continue; /* already did this, so skip it */
437
517 /* Use lastdir here - otherwise, 438 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 439 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 440 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 441 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 442 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 443 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 444 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 445 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 446 * the last direction the creature has successfully
526 * moved. 447 * moved.
527 */ 448 */
449 pos = lastpos;
450 pos.move (absdir (lastdir + i));
451
452 if (!pos.normalise ())
453 continue;
454
455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
458 continue;
459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
461 continue;
462
463 if (blocked_link (mon, pos.m, pos.x, pos.y))
528 464 break;
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 } 465 }
466
540 /* go through entire loop without finding a valid 467 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 468 * sidestep to take - thus, no valid path.
542 */ 469 */
543 if (i==(DETOUR_AMOUNT+1)) 470 if (i == DETOUR_AMOUNT + 1)
544 return 0; 471 return 0;
472
545 diff--; 473 diff--;
546 lastdir=dir; 474 lastdir = dir;
547 max--; 475 max--;
548 if (!firstdir) firstdir = dir+i; 476 if (!firstdir)
477 firstdir = dir + i;
549 } /* else check alternate directions */ 478 } /* else check alternate directions */
550 } /* if blocked */ 479 } /* if blocked */
551 else { 480 else
481 {
552 /* we moved towards creature, so diff is less */ 482 /* we moved towards creature, so diff is less */
553 diff--; 483 diff--;
554 max--; 484 max--;
555 lastdir=dir; 485 lastdir = dir;
486
487 if (!firstdir)
556 if (!firstdir) firstdir = dir; 488 firstdir = dir;
489 }
490
491 if (diff <= 1)
557 } 492 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 494 * headed toward player for entire distance.
561 */ 495 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
564 } 498 }
565 if (diff>max) return 0; 499
500 if (diff > max)
501 return 0;
566 } 502 }
503
567 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 505 if (!max)
506 return 0;
569 507
570 return firstdir; 508 return firstdir;
571} 509}
572 510
511void
573void give_initial_items(object *pl,treasurelist *items) { 512give_initial_items (object *pl, treasurelist *items)
574 object *op,*next=NULL; 513{
575
576 if(pl->randomitems!=NULL) 514 if (pl->randomitems)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 516
579 for (op=pl->inv; op; op=next) { 517 for (object *next, *op = pl->inv; op; op = next)
518 {
580 next = op->below; 519 next = op->below;
581 520
582 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 523 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
586 SET_FLAG(op,FLAG_APPLIED); 525 op->set_flag (FLAG_APPLIED);
587 526
588 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 528 * by this player due to race restrictions
590 */ 529 */
591 if (pl->type == PLAYER) { 530 if (pl->type == PLAYER)
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
593 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
594 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
595 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
596 op->type == BRACERS || op->type == GIRDLE)) || 537 || op->type == BRACERS || op->type == GIRDLE))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 539 {
602 } 540 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; 541 continue;
622 } 542 }
623 if (op->nrof > 1) op->nrof = 1; 543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by multiple treasurelists specifying the same skills.
548 */
549 if (op->type == SKILL)
624 } 550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 break;
556 }
625 557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
626 if (op->type == SPELLBOOK && op->inv) { 562 if (op->type == SPELLBOOK && op->inv)
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 563 op->inv->clr_flag (FLAG_STARTEQUIP);
628 }
629 564
630 /* Give starting characters identified, uncursed, and undamned 565 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 566 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 567 * merged properly.
633 */ 568 */
634 if (need_identify(op)) { 569 if (op->need_identify ())
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 } 570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
639 if(op->type==SPELL) { 576 if (op->type == SPELL)
640 remove_ob(op); 577 {
641 free_object(op); 578 op->destroy ();
642 continue; 579 continue;
580 }
581 else if (op->type == SKILL)
643 } 582 {
644 else if(op->type==SKILL) { 583 op->set_flag (FLAG_CAN_USE_SKILL);
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 584 op->stats.exp = 0;
647 op->level = 1; 585 op->level = 1;
648 } 586 }
649 /* lock all 'normal items by default */ 587 else /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED); 588 op->set_flag (FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 589 } /* for loop of objects in player inv */
652 590
653 /* Need to set up the skill pointers */ 591 /* Need to set up the skill pointers */
654 link_player_skills(pl); 592 pl->contr->link_skills ();
655} 593}
656 594
657void get_name(object *op) { 595void
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) { 596get_party_password (object *op, partylist *party)
597{
734 if (party == NULL) { 598 if (party == NULL)
599 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 601 return;
737 } 602 }
603
738 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 608}
743
744 609
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 611static int
612roll_stat ()
613{
747 int a[4],i,j,k; 614 int a[4], i, j, k;
748 615
749 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
751 618
752 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 620 if (a[i] < k)
754 k=a[i],j=i; 621 k = a[i], j = i;
755 622
756 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 624 if (i != j)
758 k+=a[i]; 625 k += a[i];
759 } 626
760 return k; 627 return k;
761} 628}
762 629
763void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
764 int sum=0; 637 int sum = 0;
765 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
767 640
768 do { 641 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 642 break;
770 op->stats.Dex=roll_stat(); 643 }
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);
780 644
781 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 646 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;
789 647
790 /* a quick and dirty bubblesort? */ 648 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]; 649 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];
809 650
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; 651 stats.exp = 0;
821 op->stats.ac=0; 652 stats.ac = 0;
822 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
823 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
826 663
827 fix_player(op); 664 contr->orig_stats = stats;
665 }
666}
667
668void
669object::swap_stats (int a, int b)
670{
671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
672
673 for (int i = 0; i < NUM_STATS; ++i)
674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
828 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
831 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
832} 696}
833 697
834void Roll_Again(object *op) 698static void
699start_info (object *op)
835{ 700{
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]; 701 char buf[MAX_BUF];
844 702
845 if ( op->contr->Swap_First == -1 ) { 703 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); 704 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} 705}
953 706
954/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
958 * not the class. 711 * not the class.
959 */ 712 */
960 713void
961int key_change_class(object *op, char key) 714player::chargen_race_done ()
962{ 715{
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 */ 716 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
977 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr);
979 724
980 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
981 726
982 if (op->msg) { 727 if (ob->msg)
983 free_string(op->msg); 728 ob->msg = 0;
984 op->msg=NULL;
985 }
986 729
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); 730 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
1001 fix_player(op); 734 ob->update_stats ();
1002 735
1003 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1004 * is one for this race 737 * is one for this race
1005 */ 738 */
1006 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
1007 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 741 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"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 743}
1023 return 0;
1024 }
1025 744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
763
764void
765player::chargen_race_next ()
766{
1026 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1028 */ 769 */
1029 770
1030 tmp_loop = 0; 771 do
1031 while(!tmp_loop) { 772 {
1032 const char *name = add_string (op->name); 773 shstr name = ob->name;
1033 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
775
1034 remove_statbonus(op); 776 ob->remove_statbonus ();
1035 remove_ob (op); 777 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
1038 op->instantiate (); 780 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 782 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; 783 ob->x = x;
1045 op->y = y; 784 ob->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 788 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 } 789 }
790 while (!allowed_class (ob));
791
1055 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 794 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 797 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} 798}
1066 799
1067int key_confirm_quit(object *op, char key) 800static 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) { 801flee_player (object *op)
802{
1113 int dir,diff; 803 int dir, diff;
1114 rv_vector rv; 804 rv_vector rv;
1115 805
1116 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
810 return;
811 }
812
813 if (!op->enemy)
814 {
815 LOG (llevDebug, "Fleeing player had no enemy.\n");
816 op->clr_flag (FLAG_SCARED);
817 return;
818 }
819
820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
827 get_rangevector (op, op->enemy, &rv, 0);
828
829 dir = absdir (4 + rv.direction);
830 for (diff = 0; diff < 3; diff++)
831 {
832 int m = 1 - rndm (2) * 2;
833
834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1119 return; 835 return;
1120 } 836 }
1121 837
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 */ 838 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 840 op->enemy = NULL;
1156} 841}
1157
1158 842
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* 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 844 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 845 * stop.
1162 */ 846 */
847int
1163int check_pick(object *op) { 848check_pick (object *op)
849{
1164 object *tmp, *next; 850 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 851 int stop = 0;
1167 int j, k, wvratio; 852 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 853
1170
1171 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1173 return 1; 856 return 1;
1174 857
1175 op_tag = op->count;
1176
1177 next = op->below; 858 next = op->below;
1178 if (next) 859
1179 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 862
1181 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 864 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1184 { 866 {
1185 tmp = next; 867 tmp = next;
1186 next = tmp->below; 868 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 869
1190 if (was_destroyed (op, op_tag)) 870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
876 if (op->destroyed ())
1191 return 0; 877 return 0;
1192 878
1193 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1194 continue; 880 continue;
1195 881
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 883 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1200 continue; 887 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 } 888 }
1236 } 889
1237 else { /* old model */
1238 /* NEW pickup handling */ 890 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1240 { 892 {
1241 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 894 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? 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)))); 896 &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", 897 : 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)))); 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 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 } 901 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 902
1266#if 0 903 if (op->contr->mode & PU_INHIBIT)
1267 /* print the flags too */ 904 return 1;
1268 for(k=0;k<4;k++) 905
1269 { 906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 907 return 1;
1271 for(j=0;j<32;j++) 908
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: 909 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 910 * 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 911 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 913 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 914 * example.
1286 * The drawback: right now it has no frontend, so you need to 915 * 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 916 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1294 923
1295 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1298 927
1299 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 930 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1304 933
1305 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 935 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 936 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1309 939
1310 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1312 943
1313 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
1315 947
1316 /* all food and drink if desired */ 948 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1321 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1324 963
1325 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1328 970
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1333 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1336 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1339 992
1340 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1344 1003
1345 /* pick up all magical items */ 1004 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1349 1012
1350 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1351 { 1014 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1354 } 1020 }
1355 1021
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* we don't forget dragon food */
1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1360 1040
1361 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1365 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1368 1055
1369 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1373 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1376 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1379 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1382 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1385 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1388 1098
1389 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1393 1106
1394 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1108 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 } 1109 {
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1404 { 1116 }
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 1117
1411 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1415 1125
1416 /* any of the last 4 bits set means we use the ratio for value 1126 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1127 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1419 { 1129 {
1420 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1132 /* >=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 */ 1133 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1136 {
1427 pick_up(op, tmp);
1428#if 0 1137#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1431 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1432 } 1142 }
1143 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1144 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1147#endif
1148 CHK_PICK_PICKUP;
1437 continue; 1149 continue;
1438 } 1150 }
1151 } /* the new pickup model */
1439 } 1152 }
1440 } /* the new pickup model */ 1153
1441 }
1442 return ! stop; 1154 return !stop;
1155}
1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1443} 1190}
1444 1191
1445/* 1192/*
1446 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1195 * found object is returned.
1449 */ 1196 */
1197static object *
1450object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1451{ 1199{
1452 object *tmp = NULL; 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1453 1203
1454 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1207 {
1458 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1459 return op; 1209 return arrow;
1210 }
1211
1460 return tmp; 1212 return 0;
1461} 1213}
1462 1214
1463/* 1215/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * 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 1217 * 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 1218 * 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. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1220 */
1469 1221static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1223{
1472 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1474 1226
1475 if (!type) 1227 if (!type)
1476 return NULL; 1228 return NULL;
1477 1229
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1231 {
1479 if (arrow->type==CONTAINER && arrow->race==type && 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1233 {
1481 i = 0; 1234 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1483 if (i > betterby) { 1237 if (i > betterby)
1238 {
1484 tmp = ntmp; 1239 tmp = ntmp;
1485 betterby = i; 1240 betterby = i;
1486 } 1241 }
1242 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1488 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1247 {
1491 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1249 {
1492 *better = 100; 1250 *better = 100;
1493 return arrow; 1251 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1252 }
1498 } else { 1253 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 } 1254 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1255 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1256 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 } 1257 }
1515 } 1258 }
1259 else
1260 {
1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1263 attacktype = 1 << attacknum;
1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1266 {
1267 tmp = arrow;
1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1269 }
1270 }
1271
1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1273 {
1274 tmp = arrow;
1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1276 }
1277
1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1279 {
1280 tmp = arrow;
1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1282 }
1516 } 1283 }
1284 }
1517 } 1285 }
1286
1518 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1288 return find_arrow (op, type);
1520 1289
1521 *better = betterby; 1290 *better = betterby;
1522 return tmp; 1291 return tmp;
1523} 1292}
1524 1293
1525/* looks in a given direction, finds the first valid target, and calls 1294/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1296 * op = the shooter
1528 * type = bow->race 1297 * type = bow->race
1529 * dir = fire direction 1298 * dir = fire direction
1530 */ 1299 */
1531 1300static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1302{
1534 object *tmp = NULL; 1303 object *tmp = NULL;
1535 mapstruct *m; 1304 maptile *m;
1536 int i, mflags, found, number; 1305 int i, mflags, found, number;
1537 sint16 x, y; 1306 sint16 x, y;
1538 1307
1539 if (op->map == NULL) 1308 if (op->map == NULL)
1540 return find_arrow(op, type); 1309 return find_arrow (op, type);
1541 1310
1542 /* do a dex check */ 1311 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 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))) 1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1314 return find_arrow (op, type);
1546 1315
1547 m = op->map; 1316 m = op->map;
1548 x = op->x; 1317 x = op->x;
1549 y = op->y; 1318 y = op->y;
1550 1319
1551 /* find the first target */ 1320 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1553 x += freearr_x[dir]; 1322 {
1554 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1328 {
1557 tmp = NULL; 1329 tmp = 0;
1330 break;
1331 }
1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1333 {
1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1335 * perhaps a bad assumption.
1336 */
1337 tmp = 0;
1338 break;
1339 }
1340
1341 if (mflags & P_IS_ALIVE)
1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1343 if (tmp->flag [FLAG_ALIVE])
1558 break; 1344 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 } 1345 }
1576 if (tmp == NULL) 1346
1347 if (!tmp)
1577 return find_arrow(op, type); 1348 return find_arrow (op, type);
1578 1349
1579 if (tmp->head) 1350 if (tmp->head)
1580 tmp = tmp->head; 1351 tmp = tmp->head;
1581 1352
1582 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1583} 1354}
1584 1355
1585/* 1356/*
1586 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1588 * op is the object firing the bow. 1359 * op is the object firing the bow.
1589 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1590 * dir is the direction of fire. 1361 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * 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 1363 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1364 * player fire modes.
1594 */ 1365 */
1366int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1368{
1598 object *left, *bow; 1369 object *left, *bow;
1599 tag_t left_tag, tag; 1370 int mflags;
1600 int bowspeed, mflags; 1371 maptile *m;
1601 mapstruct *m;
1602 1372
1603 if (!dir) { 1373 if (!dir)
1374 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1606 } 1382 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* 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. 1385 * don't need to switch back and forth between bows and weapons.
1613 */ 1386 */
1614 if(bow->type==BOW) 1387 if (bow->type == BOW)
1615 break; 1388 break;
1616 1389
1617 if (!bow) { 1390 if (!bow)
1391 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1393 return 0;
1620 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1621 } 1398 }
1399
1622 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1403 return 0;
1625 } 1404 }
1626 1405
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) { 1406 if (arrow == NULL)
1407 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1637 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 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 */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1413 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1643 return 0; 1416 return 0;
1644 } 1417 }
1645 } 1418 }
1419
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1422 return 0;
1649 } 1423
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1427 return 0;
1653 } 1428 }
1654 1429
1655 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1432 {
1658 free_object(arrow); 1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1659 return 0; 1435 return 0;
1660 } 1436 }
1661 1437
1662 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1439 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1665 if (arrow == NULL) { 1441 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1443 return 0;
1669 } 1444 }
1670 set_owner(arrow, op); 1445
1671 if (arrow->skill) free_string(arrow->skill); 1446 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1447 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1448 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1449
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 */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1454
1690 /* Note that this was different for monsters - they got their level 1455#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1692 */
1693 1457 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1698 /* update the speed */ 1472 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1473
1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1708 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1709 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
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; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1720 arrow->level = op->level; 1494 arrow->level = op->level;
1721 } 1495 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1496
1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1723 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1501 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1502
1727 arrow->map = m; 1503 wc -= arrow->level;
1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1730 1510
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1513
1735 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1515 move_arrow (arrow);
1737 1516
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; 1517 return 1;
1745} 1518}
1746 1519
1747/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1521 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1525 * hence the function name.
1753 */ 1526 */
1527static int
1754int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1755{ 1529{
1756 int ret=0, wcmod=0; 1530 int ret;
1757 1531
1758 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1533 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1534 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); 1535 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1537 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 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, 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1540 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1546 }
1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1552 }
1553 else
1554 {
1555 /* Simple case */
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 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 } 1557 }
1558
1780 return ret; 1559 return ret;
1781} 1560}
1782
1783 1561
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1786 */ 1564 */
1565static void
1787void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1788{ 1567{
1789 object *item; 1568 object *item = op->contr->ranged_ob;
1790 1569
1791 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1573 return;
1794 } 1574 }
1795 1575
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1576 if (!item->inv)
1577 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1579 return;
1800 } 1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1801 if (item->type == WAND) { 1585 if (item->type == WAND)
1586 {
1802 if(item->stats.food<=0) { 1587 if (item->stats.food <= 0)
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1588 {
1589 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)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1805 return; 1592 return;
1806 } 1593 }
1594 }
1807 } else if (item->type == ROD || item->type==HORN) { 1595 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1596 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1602 {
1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1810 if (item->type== ROD) 1605 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)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1607 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1608 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)); 1609
1816 return; 1610 return;
1817 } 1611 }
1818 } 1612 }
1819 1613
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1822 if (item->type == WAND) { 1618 if (item->type == WAND)
1619 {
1823 if (!(--item->stats.food)) { 1620 if (!(--item->stats.food))
1824 object *tmp; 1621 {
1825 if (item->arch) { 1622 if (item->arch)
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1625 item->face = item->arch->face;
1828 item->speed = 0; 1626 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1627 }
1831 if ((tmp=is_player_inv(item))) 1628
1629 if (object *pl = item->visible_to ())
1832 esrv_update_item(UPD_ANIM, tmp, item); 1630 esrv_update_item (UPD_ANIM, pl, item);
1833 } 1631 }
1834 } 1632 }
1835 else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1634 drain_rod_charge (item);
1837 }
1838 } 1635 }
1839} 1636}
1840 1637
1841/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1842 */ 1639 */
1640bool
1843void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1844 int spellcost=0; 1643 int spellcost = 0;
1845 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1846 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1848 1669
1849 switch(op->contr->shoottype) { 1670 switch (ob->type)
1850 case range_none: 1671 {
1851 return; 1672 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1855 return; 1674 break;
1856 1675
1857 case range_magic: /* Casting spells */ 1676 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1678 break;
1860 1679
1861 case range_misc: 1680 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 ); 1681 apply_map_builder (who, dir);
1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1692 default:
1693 fire_misc_object (who, dir);
1694 break;
1695 }
1696
1697 return true;
1698}
1699
1700static object *
1701find_key_ (object *pl, object *container, object *door)
1702{
1703 object *tmp, *key;
1704
1705 /* Should not happen, but sanity checking is never bad */
1706 if (!container->inv)
1707 return 0;
1708
1709 /* First, lets try to find a key in the top level inventory */
1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1711 {
1712 if (door->type == DOOR && tmp->type == KEY)
1713 break;
1714
1715 /* For sanity, we should really check door type, but other stuff
1716 * (like containers) can be locked with special keys
1717 */
1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1719 break;
1720 }
1721
1722 /* No key found - lets search inventories now */
1723 /* If we find and use a key in an inventory, return at that time.
1724 * otherwise, if we search all the inventories and still don't find
1725 * a key, return
1726 */
1727 if (!tmp)
1728 {
1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1730 /* No reason to search empty containers */
1731 if (tmp->type == CONTAINER && tmp->inv)
1732 if ((key = find_key_ (pl, tmp, door)))
1733 return key;
1734
1735 if (!tmp)
1886 return; 1736 return 0;
1887 default: 1737 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1738
1739 /* We get down here if we have found a key. Now if its in a container,
1740 * see if we actually want to use it
1741 */
1742 if (pl != container)
1743 {
1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1889 return; 1746 return 0;
1890 }
1891}
1892 1747
1748 /* cases where this fails:
1749 * If we only search the player inventory, return now since we
1750 * are not in the players inventory.
1751 * If the container is not active, return now since only active
1752 * containers can be used.
1753 * If we only search keyrings and the container does not have
1754 * a race/isn't a keyring.
1755 * No checking for all containers - to fall through past here,
1756 * inv must have been an container and must have been active.
1757 *
1758 * Change the color so that the message doesn't disappear with
1759 * all the others.
1760 */
1761 if (pl->contr->usekeys == key_inventory
1762 || !container->flag [FLAG_APPLIED]
1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1764 {
1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1767 return NULL;
1768 }
1769 }
1893 1770
1771 return tmp;
1772}
1894 1773
1895/* find_key 1774/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1775 * 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 1776 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1900 * pl is the player, 1779 * pl is the player,
1901 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1904 */ 1783 */
1905 1784object *
1906object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1907{ 1786{
1908 object *tmp,*key; 1787 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 } 1788 {
1922 /* No key found - lets search inventories now */ 1789 // 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. 1790 // 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 1791 // of searching through containers ourselves.
1925 * a key, return 1792
1926 */ 1793 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 } 1794 }
1936 /* We get down here if we have found a key. Now if its in a container, 1795 else
1937 * see if we actually want to use it 1796 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} 1797}
1968 1798
1969/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1972 * 0 otherwise 1802 * 0 otherwise
1973 */ 1803 */
1804static int
1974static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1975{ 1806{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* 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 - 1808 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1980 */ 1810 */
1981 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1982 1812
1983 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1984 if (key) { 1814 if (key)
1815 {
1985 object *container=key->env; 1816 object *container = key->env;
1986 1817
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1822 spring_trap (door->inv, op);
1823
1990 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1995 "You open the door with the %s", query_short_name(key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1830 }
1831
1998 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1834
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
2004 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
2005 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1841 return 1;
2008 } 1842 }
1843
2009 return 0; 1844 return 0;
2010} 1845}
2011 1846
2012/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2017 */ 1852 */
2018 1853bool
2019void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2020{ 1855{
2021 object *tmp, *mon; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1857 {
2023 int on_battleground; 1858 --op->speed_left;
2024 mapstruct *m; 1859 return true;
1860 }
2025 1861
2026 nx=freearr_x[dir]+op->x; 1862 sint16 nx = DIRX (dir) + op->x;
2027 ny=freearr_y[dir]+op->y; 1863 sint16 ny = DIRY (dir) + op->y;
2028 1864
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2030 1867
2031 /* If braced, or can't move to the square, and it is not out of the 1868 /* 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 1869 * 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 1870 * 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 1871 * 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 1872 * 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 1873 * 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 1874 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1875 * move_ob uses.
2039 */ 1876 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1877 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 1878
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1879 /* 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. 1880 * 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 1881 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
1892 }
1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
2057 */ 1899 {
2058 while (tmp!=NULL) { 1900 if (ob->move_block == MOVE_ALL)
2059 if (tmp == op) { 1901 move_into_wall (op, ob);
2060 tmp=tmp->above; 1902 else
2061 continue; 1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
1964 }
1965 else
1966 return false;
1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1970
1971 /* in certain circumstances, you shouldn't attack friendly
1972 * creatures. Note that if you are braced, you can't push
1973 * someone, but put it inside this loop so that you won't
1974 * attack them either.
1975 */
1976 if ((mon->type == PLAYER || mon->enemy != op)
1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1978 && ((op->contr->peaceful
1979 || (mon->type == PLAYER && mon->contr->peaceful))
1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
1987 {
1988 op->play_sound (sound_find ("push_player"));
1989 push_ob (mon, dir, op);
2062 } 1990 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1991 else
2064 mon = tmp; 1992 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 1993
2075 if(mon->head != NULL) 1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2076 mon = mon->head; 1995 make_visible (op);
2077 1996
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1997 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 { 1998 }
2106 /* If we're braced, we don't want to switch places with it */ 1999 }
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 2000 /* 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. 2001 * roll it if not braced. You can't roll it if you are braced.
2002 */
2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2140 */ 2006 {
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2007 --op->speed_left;
2008
2142 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2144 } 2011 make_visible (op);
2145 2012
2013 return true;
2014 }
2015 }
2146 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2017 * 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: 2018 * 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 2019 * 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. 2020 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2021 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2024 {
2156 2025 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 } 2026 {
2184 } /* if player should attack something */ 2027 --op->contr->weapon_sp_left;
2185}
2186 2028
2029 skill_attack (mon, op, 0, 0, 0);
2030
2031 if (action_makes_visible (op))
2032 make_visible (op);
2033
2034 return true;
2035 }
2036 }
2037
2038 return false;
2039}
2040
2041bool
2187int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2188 int pick; 2043{
2189 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
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; 2045 return 0;
2046
2047 /* Sanity check: make sure dir is valid */
2048 if (dir < 0 || dir > 8)
2049 {
2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2051 return 0;
2052 }
2053
2054 /* peterm: added following line */
2055 if (op->flag [FLAG_CONFUSED] && dir)
2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2057
2058 op->facing = dir;
2059
2060 if (op->flag [FLAG_HIDDEN])
2061 do_hidden_move (op);
2062
2063 bool retval;
2064 int pick = 0;
2065
2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2067 retval = RESULT_INT (0);
2068 else if (op->contr->fire_on)
2069 retval = fire (op, dir);
2070 else
2071 {
2072 retval = move_player_attack (op, dir);
2073 pick = check_pick (op);
2074 }
2075
2076 /* Add special check for newcs players and fire on - this way, the
2077 * server can handle repeat firing.
2078 */
2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2080 op->direction = dir;
2081 else
2082 op->direction = 0;
2083
2084 /* Update how the player looks. Use the facing, so direction may
2085 * get reset to zero. This allows for full animation capabilities
2086 * for players.
2087 */
2088 animate_object (op, op->facing);
2089
2090 return retval;
2231} 2091}
2232 2092
2233/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2094 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2096 * the new speed values for commands.
2237 * 2097 *
2238 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2239 */ 2101 */
2102bool
2240int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2241{ 2104{
2242 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2243 op->invisible = 1000; 2106 {
2244 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
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 } 2108 {
2256 } 2109 --op->speed_left;
2257
2258 if (QUERY_FLAG(op, FLAG_SCARED)) {
2259 flee_player(op); 2110 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2111
2261 if (QUERY_FLAG(op, FLAG_SCARED)) {
2262 op->speed_left--;
2263 return 0; 2112 return true;
2264 } 2113 }
2114 else
2115 return false;
2265 } 2116 }
2266 2117
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 2118 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2120 * called, so we recheck it here.
2282 */ 2121 */
2283 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2123 return true;
2285 2124
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 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); 2126 return move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2127
2296 else return 0; 2128 return false;
2297 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2298 return 0; 2135 return 0;
2299}
2300 2136
2301int save_life(object *op) { 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 object *tmp; 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2139 {
2140 op->play_sound (sound_find ("ob_evaporate"));
2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2303 2142
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2143 tmp->destroy ();
2144 op->clr_flag (FLAG_LIFESAVE);
2145
2146 if (op->stats.hp < 0)
2147 op->stats.hp = op->stats.maxhp;
2148
2149 if (op->stats.food < 0)
2150 op->stats.food = MAX_FOOD;
2151
2152 op->update_stats ();
2305 return 0; 2153 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 } 2154 }
2155
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2159 return 0;
2329} 2160}
2330 2161
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* 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 2163 * 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 2164 * function will descend into containers. op is the object to start the search
2334 * from. 2165 * from.
2335 */ 2166 */
2167static void
2336void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2337{ 2169{
2338 object *next;
2339
2340 while (op) { 2170 while (op)
2171 {
2341 next=op->below; /* Make sure we have a good value, in case 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2173
2343 */ 2174 if (op->flag [FLAG_UNPAID])
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2175 op->insert_at (env);
2345 remove_ob(op); 2176 else if (op->inv)
2346 op->x = env->x; 2177 drop_unpaid_items (op->inv, env);
2347 op->y = env->y; 2178
2348 if (env->type == PLAYER)
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; 2179 op = next;
2354 } 2180 }
2355} 2181}
2356 2182
2357 2183void
2358/* 2184object::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{ 2185{
2367 static char buf2[MAX_BUF]; 2186 if (!flag [FLAG_REMOVED])
2368 char buf[MAX_BUF]; 2187 ::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} 2188}
2394 2189
2395 2190void
2396
2397void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2398 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace;
2401 int i;
2402 int rate_hp = 1200; 2195 int rate_hp = 1200;
2403 int rate_sp = 2500; 2196 int rate_sp = 2500;
2404 int rate_grace = 2000; 2197 int rate_grace = 2000;
2405 const int max_hp = 1; 2198 const int max_hp = 1;
2406 const int max_sp = 1; 2199 const int max_sp = 1;
2407 const int max_grace = 1; 2200 const int max_grace = 1;
2408 2201
2409 if (op->contr->outputs_sync) { 2202#if 0
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2411 if (op->contr->outputs[i].buf!=NULL && 2204 {
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2205 op->invisible = 1000;
2413 flush_output_element(op, &op->contr->outputs[i]); 2206 /* the socket code flashes the player visible/invisible
2207 * depending on the value of invisible, so we need to
2208 * alternate it here for it to work correctly.
2209 */
2210 if (server_tick & 2)
2211 op->invisible--;
2414 } 2212 }
2213 else
2214#endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2415 2223
2416 if(op->contr->state==ST_PLAYING) { 2224 if (op->contr->ns->state == ST_PLAYING)
2417 2225 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2226 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2227 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2228 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2230 else
2231 {
2423 gen_hp = op->stats.maxhp; 2232 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2234 }
2235
2426 if(op->contr->gen_sp >= 0 ) 2236 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2238 else
2239 {
2429 gen_sp = op->stats.maxsp; 2240 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2242 }
2243
2432 if(op->contr->gen_grace >= 0) 2244 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2246 else
2247 {
2435 gen_grace = op->stats.maxgrace; 2248 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2249 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 } 2250 }
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 2251
2473 /* Regenerate Grace */ 2252 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2475 if(--op->last_grace<0) { 2254 if (--op->last_grace < 0)
2255 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2256 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2478 if(max_grace>1) { 2261 if (max_grace > 1)
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2262 {
2263 int over_grace = temp / rate_grace;
2264
2480 if (over_grace > 0) { 2265 if (over_grace > 0)
2481 op->stats.sp += over_grace 2266 {
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2483 op->last_grace=0; 2268 op->last_grace = 0;
2269 }
2484 } else { 2270 else
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2271 op->last_grace = rate_grace / temp;
2486 } 2272 }
2487 } else { 2273 else
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2274 op->last_grace = rate_grace / temp;
2489 } 2275
2490 /* wearing stuff doesn't detract from grace generation. */ 2276 /* 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 } 2277 }
2506 } 2278
2507 if(max_hp>1) { 2279 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 } 2280 {
2516 } else { 2281 /* Regenerate Spell Points */
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2282 if (!op->contr->golem && --op->last_sp < 0)
2518 } 2283 {
2519 } 2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2520 2285
2521 /* Digestion */ 2286 if (op->stats.sp < op->stats.maxsp)
2522 if(--op->last_eat<0) { 2287 {
2523#ifdef COZY_SERVER 2288 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 2289
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 */ 2290 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2291 if (!op->flag [FLAG_WIZ])
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)) {
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; 2292 {
2293 op->stats.food--;
2294
2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2298 op->stats.food = last_food;
2299 }
2551 } 2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2331 {
2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 else
2361 op->last_heal = rate_hp / temp;
2362 }
2363 }
2364
2365 /* Digestion */
2366 if (--op->last_eat < 0)
2367 {
2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2370
2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2372
2373 /* dms do not consume food */
2374 if (!op->flag [FLAG_WIZ])
2375 op->stats.food--;
2376 }
2377
2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2379 {
2380 object *flesh = 0;
2381
2382 for_inv_removable (op, tmp)
2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2388 {
2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2391 op->apply (tmp);
2392
2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2394 break;
2395 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2397 flesh = tmp;
2554 } /* end of for loop */ 2398 }
2399
2555 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2401 * eat flesh instead.
2557 */ 2402 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 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."); 2404 {
2560 manual_apply(op,flesh,0); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2407 op->apply (flesh);
2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2561 } 2417 {
2562 } /* end if player is starving */ 2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2563 2420
2564 while(op->stats.food<0&&op->stats.hp>0) 2421 if (op->stats.hp < 0)
2565 op->stats.food++,op->stats.hp--; 2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2566 2427
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2568 kill_player(op); 2430 kill_player (op);
2431 }
2569} 2432}
2570
2571
2572 2433
2573/* If the player should die (lack of hp, food, etc), we call this. 2434/* 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 2435 * 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 2436 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2437 * file.
2577 */ 2438 */
2439void
2578void kill_player(object *op) 2440kill_player (object *op)
2579{ 2441{
2580 char buf[MAX_BUF];
2581 int x,y,i; 2442 int x, y;
2582 mapstruct *map; /* this is for resurrection */ 2443 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; 2444 int will_kill_again;
2589 archetype *at; 2445 archetype *at;
2590 object *tmp; 2446 object *tmp;
2591 2447
2592 if(save_life(op)) 2448 if (save_life (op))
2593 return; 2449 return;
2594 2450
2451 dynbuf_text deathtab;
2595 2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2486
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* 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. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2490 */
2600 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2602 "You have been defeated in combat!"); 2493 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 2494
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 */ 2495 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2629 if (tmp != NULL) 2497
2630 { 2498 tmp->name = format ("%s's finger" , &op->name);
2631 sprintf(buf,"%s's finger",op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2632 tmp->name = add_string(buf); 2500 tmp->msg = format (
2633 sprintf(buf," This finger has been cut off %s\n" 2501 "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", 2502 &op->name, op->contr->title,
2635 op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2636 op->contr->killer); 2504 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 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2644 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2647 return; 2515 return;
2648 } 2516 }
2649 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2650 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2651 2522
2652 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2653 2524
2654 if(op->stats.food<0) { 2525 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 2526
2675 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2677 2531
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2533 * 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. 2534 * See the config.h file for a little more in depth detail about this.
2683 */ 2535 */
2684 2536
2685 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2539 * of death.
2688 */ 2540 */
2689#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2691 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2545 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2546 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2549 little bit harder. */
2697 /* GD */ 2550 /* GD */
2698 if (settings.stat_loss_on_death) 2551 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; 2552 num_stats_lose = 1;
2704 } 2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2555 }
2556 else
2557 num_stats_lose = 1;
2558
2705 lost_a_stat = 0; 2559 lost_a_stat = 0;
2706 2560
2707 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2708 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2709 2564
2710 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2711 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2568 * what he lost.
2713 */ 2569 */
2714 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2575 lost_a_stat = 1;
2720 } else { 2576 }
2577 else
2578 {
2721 /* deplete a stat */ 2579 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2723 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2724 2585 {
2725 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2726 if(!dep) {
2727 dep = arch_to_object(deparch);
2728 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2729 } 2588 }
2730 lose_this_stat = 1; 2589 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2590 if (settings.balanced_stat_loss)
2591 {
2732 /* GD */ 2592 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2593 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2594 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2595 if (this_stat < 0)
2596 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2598 int keep_chance = this_stat * this_stat;
2599
2738 /* Yes, I am paranoid. Sue me. */ 2600 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2601 if (keep_chance < 1)
2740 keep_chance = 1; 2602 keep_chance = 1;
2741 2603
2742 /* There is a maximum depletion total per level. */ 2604 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2744 lose_this_stat = 0; 2607 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2608 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2609 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 } 2610 }
2756 } 2611 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 */ 2612 {
2766 if (this_stat>=-50) { 2613 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; 2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2618 }
2773 } 2619 }
2774 } 2620 }
2775 } 2621
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2622 if (lose_this_stat)
2778 { 2623 {
2779 /* determine_god() seems to not work sometimes... why is this? 2624 this_stat = get_attr_value (&dep->stats, i);
2780 Should I be using something else? GD */ 2625 /* We could try to do something clever like find another
2781 const char *god = determine_god(op); 2626 * stat to reduce if this fails. But chances are, if
2782 if (god && (strcmp(god, "none"))) 2627 * stats have been depleted to -50, all are pretty low
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2628 * and should be roughly the same, so it shouldn't make a
2784 "moment you feel the holy presence of %s protecting" 2629 * difference.
2785 " you.", god); 2630 */
2631 if (this_stat >= -50)
2786 else 2632 {
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2633 change_attr_value (&(dep->stats), i, -1);
2788 " feel a holy presence protecting you."); 2634 dep->set_flag (FLAG_APPLIED);
2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2636 op->update_stats ();
2637 lost_a_stat = 1;
2638 }
2789 } 2639 }
2640 }
2641 }
2642
2643 /* If no stat lost, tell the player. */
2644 if (!lost_a_stat)
2645 {
2646 /* determine_god() seems to not work sometimes... why is this?
2647 Should I be using something else? GD */
2648 shstr_tmp god = determine_god (op);
2649
2650 if (god != shstr_none)
2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2652 else
2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2790#endif 2657#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 2658
2794 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2660 * exp loss on the stone.
2796 */ 2661 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2798 sprintf(buf,"%s's gravestone",op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2800 sprintf(buf,"%s's gravestones",op->name); 2665 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); 2666 &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; 2667 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2669
2811 /**************************************/ 2670 /**************************************/
2812 /* */ 2671 /* */
2813 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */
2816 /* */ 2673 /* */
2817 /**************************************/ 2674 /**************************************/
2818 2675
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)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2677 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 2678
2845 /* 2679 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2680 * 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 2681 * and put them back in the map.
2848 * in the map. 2682 */
2849 */ 2683 op->drop_unpaid_items ();
2850 2684
2851 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op);
2853
2854 /****************************************/ 2685 /****************************************/
2855 /* */ 2686 /* */
2856 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2858 /* */ 2689 /* */
2859 /****************************************/ 2690 /****************************************/
2860 2691
2861 enter_player_savebed(op); 2692 enter_player_savebed (op);
2862 2693
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2694 op->contr->braced = 0;
2867 save_player(op,1);
2868 2695
2869 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2699 * on the space that might harm the player.
2873 */ 2700 */
2874 will_kill_again=0; 2701 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2878 } 2705
2879 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2880 object *force; 2708 object *force;
2881 int at; 2709 int at;
2882 2710
2883 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1;
2886 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2887 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2888 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2719 force->resist[at] = 100;
2720
2721 insert_ob_in_ob (force, op);
2722 op->update_stats ();
2723 }
2724
2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726}
2727
2728static void
2729loot_object (object *op)
2730{ /* Grab and destroy some treasure */
2731 object *tmp, *next;
2732
2733 op->close_container (); /* close open sack first */
2734
2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
2737 next = tmp->below;
2738
2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
2743 tmp->x = op->x, tmp->y = op->y;
2744
2745 if (tmp->type == CONTAINER)
2746 loot_object (tmp); /* empty container to ground */
2747
2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2749 {
2750 if (tmp->nrof > 1)
2751 {
2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 2754 }
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 { 2755 else
2950 delete_character(op->name,1); 2756 tmp->destroy ();
2951 } 2757 }
2952 } 2758 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); 2759 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 } 2760 }
2997} 2761}
2998 2762
2999/* 2763/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 2766 * was changed.
3003 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
3004 2774
3005void fix_weight(void) { 2775 pl->ob->update_weight ();
3006 player *pl; 2776
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
3009 if(old == sum) 2779 pl->ob->update_stats ();
3010 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3011 fix_player(pl->ob); 2781 }
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3013 pl->ob->name, old, sum);
3014 } 2782 }
3015} 2783}
3016 2784
3017void fix_luck(void) { 2785void
3018 player *pl; 2786fix_luck ()
3019 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3020 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3022} 2791}
3023
3024 2792
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3028 */ 2796 */
3029
3030void 2797void
3031cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3032{ 2799{
3033 object *skop, *spob; 2800 object *skop, *spob;
3034 2801
3035 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3036 2803
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 2806 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2807 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 2808 return;
3043 } 2809 }
3044 2810
3045 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3046 2812
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2813 // 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 2814 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3050 if (!spob) 2816 if (!spob)
3051 { 2817 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2818 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; 2819 return;
3055 } 2820 }
3056 2821
3057 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 2824
3060 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3061 2826
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 2828}
3066 2829
2830void
3067void make_visible (object *op) { 2831make_visible (object *op)
3068 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3069 op->invisible = 0; 2834 op->invisible = 0;
2835
3070 if(op->type==PLAYER) { 2836 if (op->type == PLAYER)
2837 {
3071 op->contr->tmp_invis = 0; 2838 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 2839 op->contr->invis_race = 0;
3073 } 2840 }
2841
3074 update_object(op,UP_OBJ_FACE); 2842 update_object (op, UP_OBJ_CHANGE);
3075} 2843}
3076 2844
2845int
3077int is_true_undead(object *op) { 2846is_true_undead (object *op)
3078 object *tmp=NULL; 2847{
3079 2848 if (op->arch->flag [FLAG_UNDEAD])
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2849 return 1;
3081 2850
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; 2851 return 0;
3087} 2852}
3088 2853
3089/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 2856 * indicate greater hideability.
3092 */ 2857 */
3093 2858int
3094int hideability(object *ob) { 2859hideability (object *ob)
2860{
3095 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3096 sint16 x,y; 2862 sint16 x, y;
3097 2863
3098 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3099 2866
3100 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3102 2869
3103 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3107 2875
3108 /* scan through all nearby squares for terrain to hide in */ 2876 /* 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]) { 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2880 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 2886 level += 2;
3114 else /* open terrain! */ 2887 else /* open terrain! */
3115 level -= 1; 2888 level -= 1;
3116 } 2889 }
3117 2890
3118#if 0 2891#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 2893#endif
3121 return level; 2894 return level;
3122} 2895}
3123 2896
3124/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 2901 */
3129 2902void
3130void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3132 object *skop; 2905 int hide = 0;
3133 2906
3134 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3135 2909
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3137 2912
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2917 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); 2918 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2919 return;
3152 "You moved out of hiding! You are visible!");
3153 } 2920 }
2921 else
2922 num += 20;
2923
2924 num += op->map->difficulty;
2925 hide = hideability (op); /* modify by terrain hidden level */
2926 num -= hide;
2927
2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
2930 make_visible (op);
2931
2932 if (op->type == PLAYER)
2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2934 }
3154 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 2937}
3158 2938
3159/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3160 2940
2941int
3161int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3162 object *tmp=NULL; 2944 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 2946 maptile *m;
3165 sint16 x,y; 2947 sint16 x, y;
3166 2948
3167 if(!who) return 0; 2949 if (!who)
3168
3169 if(who->type==PLAYER) player=1;
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3171
3172 /* search adjacent squares */
3173 for(i=1;i<9;i++) {
3174 x = who->x+freearr_x[i];
3175 y = who->y+freearr_y[i];
3176 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space.
3180 */
3181 if (mflags & P_OUT_OF_MAP) continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3183
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3185 if((player||friendly)
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3187 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 }
3194 }
3195 }
3196 return 0; 2950 return 0;
3197}
3198 2951
2952 if (who->type == PLAYER)
2953 player = 1;
2954
2955 else
2956 friendly = who->flag [FLAG_FRIENDLY];
2957
2958 /* search adjacent squares */
2959 for (i = 1; i < 9; i++)
2960 {
2961 x = who->x + DIRX (i);
2962 y = who->y + DIRY (i);
2963 m = who->map;
2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2965 /* space must be blocked if there is a monster. If not
2966 * blocked, don't need to check this space.
2967 */
2968 if (mflags & P_OUT_OF_MAP)
2969 continue;
2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2971 continue;
2972
2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2974 {
2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2976 return 1;
2977 else if (tmp->type == PLAYER)
2978 return 1;
2979 }
2980 }
2981 return 0;
2982}
2983
3199/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3202 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3203 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3204 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3205 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3206 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3207 * imply the way your head, or body is facing? Its possible 2992 * 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. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 2994 * -b.t.
3210 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3211 */ 2996 */
3212 2997int
3213int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3214 rv_vector rv; 3000 rv_vector rv;
3215 int dx,dy; 3001 int dx, dy;
3216 3002
3217 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3006 return -1;
3220 } 3007 }
3221 if (!pl || !op) return 0;
3222 3008
3223 if(op->head) { op = op->head; } 3009 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; 3010 return 0;
3247}
3248 3011
3249/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3250 * there is a possibility for our action distrubing our hiding 3013
3251 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3252 * effected by this. If we arent invisible to begin with, we 3015
3253 * return 0. 3016 /* starting with the 'head' part, lets loop
3017 * through the object and find if it has any
3018 * part that is in the los array but isn't on
3019 * a blocked los square.
3020 * we use the archetype to figure out offsets.
3254 */ 3021 */
3255int action_makes_visible (object *op) { 3022 while (op)
3023 {
3024 dx = rv.distance_x + op->arch->x;
3025 dy = rv.distance_y + op->arch->y;
3256 3026
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 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; 3028 return 1;
3267 } 3029
3030 op = op->more;
3268 } 3031 }
3032
3269 return 0; 3033 return 0;
3270} 3034}
3271 3035
3272/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3039 * -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 3040 * 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 3041 * 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 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3043 */
3044int
3280int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3281 object *tmp; 3046{
3282
3283 /* A battleground-tile needs the following attributes to be valid: 3047 /* 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), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3292 strcmp(tmp->name, "battleground")==0 && 3056 {
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3057 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 object *invtmp;
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3066 {
3300 if (x != NULL && y != NULL) 3067 if (x && y)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3302 return 1; 3070 return 1;
3303 }
3304 } 3071 }
3305 } 3072
3306 if (x != NULL && y != NULL) 3073 if (x && y)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3308 return 1; 3076 return 1;
3077 }
3309 } 3078 }
3310 }
3311 } 3079 }
3080
3312 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3313 return 0; 3082 return 0;
3314} 3083}
3315 3084
3316/* 3085/*
3320 * attributes: 3089 * attributes:
3321 * object *who the dragon player 3090 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3323 * int level ability level 3092 * int level ability level
3324 */ 3093 */
3094void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3102 int i = 0, j = 0;
3332 3103
3333 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3336 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3338 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3340 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3342 3113
3343 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3115 return;
3116
3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3118
3119 if (!tr || !tr->item)
3120 {
3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3122 return;
3123 }
3124
3125 /* everything seems okay - now bring on the gift: */
3126 item = tr->item;
3127
3128 if (item->type == SPELL)
3129 {
3130 if (check_spell_known (who, item->name))
3344 return; 3131 return;
3345 3132
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3133 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3134 do_learn_spell (who, item, 0);
3348 3135 return;
3349 if (tr == NULL || tr->item == NULL) { 3136 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3137
3138 /* grant direct spell */
3139 if (item->type == SPELLBOOK)
3140 {
3141 if (!item->inv)
3142 {
3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3144 return;
3145 }
3146 if (check_spell_known (who, item->inv->name))
3351 return; 3147 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) { 3148 if (item->invisible)
3149 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3150 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); 3151 do_learn_spell (who, item->inv, 0);
3378 return; 3152 return;
3379 } 3153 }
3380 } 3154 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3157 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3158 {
3383 3159
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* 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 3161 * 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, 3162 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3388 */ 3164 */
3389 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3390 /* Give new attacktype */ 3167 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3392 3169
3393 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3395 3172
3396 if (item->msg != NULL) 3173 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3175
3399 /* Give player new face */ 3176 /* Give player new face */
3400 if (item->animation_id) { 3177 if (item->animation_id)
3178 {
3401 who->face = skop->face; 3179 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3180 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3181 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3182 who->last_anim = 0;
3405 who->state = 0; 3183 who->state = 0;
3406 animate_object(who, who->direction); 3184 animate_object (who, who->direction);
3407 } 3185 }
3408 } 3186 }
3409 } 3187 }
3410 } 3188 }
3411 else if (item->type == FORCE) { 3189 else if (item->type == FORCE)
3190 {
3412 /* forces in the treasurelist can alter the player's stats */ 3191 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3192 object *skin;
3193
3414 /* first get the dragon skin force */ 3194 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 skin=skin->below); 3196 ;
3417 if (skin == NULL) return; 3197
3418 3198 if (!skin)
3199 return;
3200
3419 /* adding new spellpath attunements */ 3201 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3205
3423 /* print message */ 3206 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3207 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3426 if(item->path_attuned & (1<<i)) { 3210 if (item->path_attuned & (1 << i))
3211 {
3427 if (j) 3212 if (j)
3428 strcat(buf," and "); 3213 strcat (buf, " and ");
3429 else 3214 else
3430 j = 1; 3215 j = 1;
3431 strcat(buf, spellpathnames[i]); 3216 strcat (buf, spellpathnames[i]);
3432 } 3217 }
3433 } 3218 }
3219
3434 strcat(buf,"."); 3220 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3222 }
3437 3223
3438 /* evtl. adding flags: */ 3224 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3225 if (item->flag [FLAG_XRAYS])
3440 SET_FLAG(skin, FLAG_XRAYS); 3226 skin->set_flag (FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3227 if (item->flag [FLAG_STEALTH])
3442 SET_FLAG(skin, FLAG_STEALTH); 3228 skin->set_flag (FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3229 if (item->flag [FLAG_SEE_IN_DARK])
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3230 skin->set_flag (FLAG_SEE_IN_DARK);
3445 3231
3446 /* print message if there is one */ 3232 /* print message if there is one */
3447 if (item->msg != NULL) 3233 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3235 }
3236 else
3449 } 3237 {
3450 else {
3451 /* generate misc. treasure */ 3238 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3239 tmp = tr->item->instance ();
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3240 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); 3241 who->insert (tmp);
3455 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp);
3457 } 3242 }
3458} 3243}
3459 3244
3460/** 3245//-GPL
3461 * Unready an object for a player. This function does nothing if the object was
3462 * not readied.
3463 */
3464void player_unready_range_ob(player *pl, object *ob) {
3465 rangetype i;
3466 3246
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3247sint8
3468 if (pl->ranges[i] == ob) { 3248player::darkness_at (maptile *map, int x, int y) const
3469 pl->ranges[i] = NULL; 3249{
3470 if (pl->shoottype == i) { 3250 if (!ns)
3471 pl->shoottype = range_none; 3251 return LOS_BLOCKED;
3472 } 3252
3473 } 3253 int dx, dy;
3474 } 3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3475} 3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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