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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 2006 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.7 2006/08/27 16:15:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
122 { 146 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 147 case SKILL:
124 break; 148 op->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 149 break;
167 } 150
168 strncat(news+size,buf,HUGE_BUF-size); 151 case WAND:
169 size+=strlen(buf); 152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
170 } 161 }
171 } 162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
172 175 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 178 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 179
181int playername_ok(const char *cp) { 180 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
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
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 184
228 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->extendable_init (); //HACK
233 186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
234 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 234 * we deal with that below this point.
236 */ 235 */
237 p->party=NULL; 236 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 237 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 239
243#ifdef AUTOSAVE 240 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 241
245#endif 242 gen_sp_armour = 10;
243 bowtype = bow_normal;
244 petmode = pet_normal;
245 usekeys = containers;
246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
246 261 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 ob->destroy_inv (false);
263 ob->destroy ();
248 264 }
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 */
257 265
258 roll_stats(op); 266 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} 267}
300 268
301 269player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 270{
305 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
306 op->x = -1; 272 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} 273}
340 274
341/* 275/*
342 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
345 */ 279 */
280static archetype *
346archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
347{ 282{
348 archetype *start = at; 283 // archetypes could have been reloaded
349 for (;;) { 284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 285
351 at=first_archetype; 286 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 287 return at;
356 if (at == start) { 288
357 LOG (llevError, "No Player archetypes\n"); 289 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 290
359 } 291 for (;;)
360 } 292 {
361} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
362 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
363 302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
321}
322
323object *
364object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
365 object *op = NULL; 326 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 327 objectlink *ol;
368 unsigned lastdist; 328 unsigned lastdist;
369 rv_vector rv; 329 rv_vector rv;
370 330
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 334 continue;
398 335
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 336 if (lastdist > rv.distance)
408 op=pl->ob; 337 {
338 op = ol->ob;
409 lastdist=rv.distance; 339 lastdist = rv.distance;
340 }
410 } 341 }
411 } 342
412 } 343 for_all_players (pl)
344 if (can_detect_enemy (mon, pl->ob, &rv))
345 if (lastdist > rv.distance)
346 {
347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
413#if 0 351#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 353#endif
416 return op; 354 return op;
417} 355}
418 356
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 357/* 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 358 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 373 * 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 374 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 375 * is probably not a good thing.
438 */ 376 */
439#define MAX_SPACES 50 377#define MAX_SPACES 50
440
441 378
442/* 379/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * 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 381 * 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 382 * 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. 395 * 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, 396 * 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 397 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 398 * is blocking itself.
462 */ 399 */
400int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
464 rv_vector rv; 403 rv_vector rv;
465 sint16 x,y; 404 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
468 407
469 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
470 409
471 if (rv.distance<mindiff) return 0; 410 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 411 return 0;
724}
725 412
726void confirm_password(object *op) { 413 x = mon->x;
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 419
728 op->contr->write_buf[0]='\0'; 420 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 421 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 422 return 0;
731}
732 423
424 while (diff > 1 && max > 0)
425 {
426 lastx = x;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431
432 mflags = get_map_flags (m, &m, x, y, &x, &y);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434
435 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
439 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before.
441 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
443 if (rv.direction != dir)
444 {
445 /* OK - says direction should be different - lets reset the
446 * the values so it will try again.
447 */
448 x = lastx;
449 y = lasty;
450 m = lastmap;
451 dir = firstdir = rv.direction;
452 }
453 else
454 {
455 /* direct path is blocked - try taking a side step to
456 * either the left or right.
457 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting
460 * too big (3 or maybe 4 or higher) as the monster may just try
461 * stepping back and forth
462 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
466 continue; /* already did this, so skip it */
467 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in
469 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance,
472 * gets blocked, finds that it should move north,
473 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully
476 * moved.
477 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap;
482 mflags = get_map_flags (m, &m, x, y, &x, &y);
483 if (mflags & P_OUT_OF_MAP)
484 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
488 if (mflags & P_BLOCKSVIEW)
489 continue;
490
491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
493 }
494 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path.
496 */
497 if (i == (DETOUR_AMOUNT + 1))
498 return 0;
499 diff--;
500 lastdir = dir;
501 max--;
502 if (!firstdir)
503 firstdir = dir + i;
504 } /* else check alternate directions */
505 } /* if blocked */
506 else
507 {
508 /* we moved towards creature, so diff is less */
509 diff--;
510 max--;
511 lastdir = dir;
512 if (!firstdir)
513 firstdir = dir;
514 }
515
516 if (diff <= 1)
517 {
518 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance.
520 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 }
524
525 if (diff > max)
526 return 0;
527 }
528
529 /* If we reached the max, didn't find a direction in time */
530 if (!max)
531 return 0;
532
533 return firstdir;
534}
535
536void
537give_initial_items (object *pl, treasurelist *items)
538{
539 if (pl->randomitems)
540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
541
542 for (object *next, *op = pl->inv; op; op = next)
543 {
544 next = op->below;
545
546 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way
548 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
550 SET_FLAG (op, FLAG_APPLIED);
551
552 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions
554 */
555 if (pl->type == PLAYER)
556 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
559 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
564 {
565 op->destroy ();
566 continue;
567 }
568 }
569
570 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex
573 */
574 if (op->type == SKILL)
575 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break;
583 }
584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
589 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
591
592 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be
594 * merged properly.
595 */
596 if (need_identify (op))
597 {
598 SET_FLAG (op, FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
604 {
605 op->destroy ();
606 continue;
607 }
608 else if (op->type == SKILL)
609 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0;
612 op->level = 1;
613 }
614 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */
617
618 /* Need to set up the skill pointers */
619 pl->contr->link_skills ();
620}
621
622void
733void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
734 if (party == NULL) { 625 if (party == NULL)
626 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 628 return;
737 } 629 }
630
738 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 635}
743
744 636
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 638static int
639roll_stat ()
640{
747 int a[4],i,j,k; 641 int a[4], i, j, k;
748 642
749 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
751 645
752 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 647 if (a[i] < k)
754 k=a[i],j=i; 648 k = a[i], j = i;
755 649
756 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 651 if (i != j)
758 k+=a[i]; 652 k += a[i];
759 } 653
760 return k; 654 return k;
761} 655}
762 656
763void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
764 int sum=0; 664 int sum = 0;
765 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
767 667
768 do { 668 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 669 break;
770 op->stats.Dex=roll_stat(); 670 }
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);
780 671
781 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 673 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;
789 674
790 /* a quick and dirty bubblesort? */ 675 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]; 676 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];
809 677
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; 678 stats.exp = 0;
821 op->stats.ac=0; 679 stats.ac = 0;
822 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
823 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
826 690
827 fix_player(op); 691 contr->orig_stats = stats;
692 }
693}
694
695void
696object::swap_stats (int a, int b)
697{
698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
699
700 for (int i = 0; i < NUM_STATS; ++i)
701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
828 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
831 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
832} 723}
833 724
834void Roll_Again(object *op) 725static void
726start_info (object *op)
835{ 727{
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]; 728 char buf[MAX_BUF];
844 729
845 if ( op->contr->Swap_First == -1 ) { 730 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); 731 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} 732}
953 733
954/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
958 * not the class. 738 * not the class.
959 */ 739 */
960 740void
961int key_change_class(object *op, char key) 741player::chargen_race_done ()
962{ 742{
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 */ 743 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
977 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
979 752
980 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
981 754
982 if (op->msg) { 755 if (ob->msg)
983 free_string(op->msg); 756 ob->msg = 0;
984 op->msg=NULL;
985 }
986 757
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); 758 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
1001 fix_player(op); 762 ob->update_stats ();
1002 763
1003 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1004 * is one for this race 765 * is one for this race
1005 */ 766 */
1006 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
1007 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 769 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"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 771}
1023 return 0;
1024 }
1025 772
773void
774player::chargen_race_next ()
775{
1026 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1028 */ 778 */
1029 779
1030 tmp_loop = 0; 780 do
1031 while(!tmp_loop) { 781 {
1032 const char *name = add_string (op->name); 782 shstr name = ob->name;
1033 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 784
1035 remove_ob (op); 785 ob->remove_statbonus ();
786 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1038 op->instantiate (); 789 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 791 ob->name = ob->name_pl = name;
1041 op->name = name; 792 ob->x = x;
1042 free_string(op->name_pl); 793 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 797 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 798 }
799 while (!allowed_class (ob));
800
1055 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 803 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 806 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} 807}
1066 808
1067int key_confirm_quit(object *op, char key) 809static 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) { 810flee_player (object *op)
811{
1113 int dir,diff; 812 int dir, diff;
1114 rv_vector rv; 813 rv_vector rv;
1115 814
1116 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 819 return;
820 }
821
822 if (!op->enemy)
1120 } 823 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 826 return;
1126 } 827 }
1127 828
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)) { 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
1139 op->enemy=NULL; 831 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 833 return;
1142 } 834 }
835
1143 get_rangevector(op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1144 837
1145 dir=absdir(4+rv.direction); 838 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 839 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 } 840 {
841 int m = 1 - rndm (2) * 2;
842
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
844 return;
845 }
846
1153 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 849 op->enemy = NULL;
1156} 850}
1157
1158 851
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* 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 853 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 854 * stop.
1162 */ 855 */
856int
1163int check_pick(object *op) { 857check_pick (object *op)
858{
1164 object *tmp, *next; 859 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 860 int stop = 0;
1167 int j, k, wvratio; 861 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 862
1171 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1173 return 1; 865 return 1;
1174 866
1175 op_tag = op->count;
1176
1177 next = op->below; 867 next = op->below;
1178 if (next) 868
1179 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 871
1181 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 873 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1184 { 875 {
1185 tmp = next; 876 tmp = next;
1186 next = tmp->below; 877 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 878
1190 if (was_destroyed (op, op_tag)) 879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
885 if (op->destroyed ())
1191 return 0; 886 return 0;
1192 887
1193 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1194 continue; 889 continue;
1195 890
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 892 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1200 continue; 896 continue;
1201 } 897 }
1202 898
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 899 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1240 { 901 {
1241 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 903 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
1280 /* philosophy: 918 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 919 * 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 920 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 922 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 923 * example.
1286 * The drawback: right now it has no frontend, so you need to 924 * 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 925 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1294 932
1295 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1298 936
1299 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 939 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1304 942
1305 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 944 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 945 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1309 948
1310 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1312 952
1313 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
1315 956
1316 /* all food and drink if desired */ 957 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1321 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1324 972
1325 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1328 979
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1333 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1336 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1339 1001
1340 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1344 1012
1345 /* pick up all magical items */ 1013 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1349 1021
1350 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1351 { 1023 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1354 } 1029 }
1355 1030
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 /* we don't forget dragon food */
1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1360 1049
1361 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1365 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1368 1064
1369 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1373 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1376 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1379 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1382 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1385 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1388 1107
1389 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1393 1115
1394 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1118 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1119 if (tmp->type == WEAPON)
1398 { 1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1121 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1122 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1123 continue;
1402 } 1124 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1125 }
1410 1126
1411 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1415 1134
1416 /* any of the last 4 bits set means we use the ratio for value 1135 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1136 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1419 { 1138 {
1420 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1141 /* >=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 */ 1142 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1145 {
1427 pick_up(op, tmp);
1428#if 0 1146#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1431 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1432 } 1151 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1152 else
1153 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1156#endif
1437 continue; 1157 CHK_PICK_PICKUP;
1438 } 1158 continue;
1159 }
1160 } /* the new pickup model */
1439 } 1161 }
1440 } /* the new pickup model */ 1162
1441 }
1442 return ! stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1443} 1199}
1444 1200
1445/* 1201/*
1446 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1204 * found object is returned.
1449 */ 1205 */
1206static object *
1450object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1451{ 1208{
1452 object *tmp = NULL; 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1453 1212
1454 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1216 {
1458 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1218 return arrow;
1219 }
1220
1459 return op; 1221 return 0;
1460 return tmp;
1461} 1222}
1462 1223
1463/* 1224/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * 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 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1229 */
1469 1230static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1232{
1472 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1474 1235
1475 if (!type) 1236 if (!type)
1476 return NULL; 1237 return NULL;
1477 1238
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1242 {
1243 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1483 if (i > betterby) { 1246 if (i > betterby)
1484 tmp = ntmp; 1247 {
1485 betterby = i; 1248 tmp = ntmp;
1486 } 1249 betterby = i;
1250 }
1251 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1488 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1256 {
1491 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1258 {
1493 return arrow; 1259 *better = 100;
1494 } else { 1260 return arrow;
1495 tmp = arrow; 1261 }
1262 else
1263 {
1264 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1266 }
1498 } else { 1267 }
1268 else
1269 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1500 attacktype = 1<<attacknum; 1272 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1275 {
1276 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1278 }
1506 } 1279 }
1280
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1282 {
1283 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1285 }
1286
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1288 {
1289 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1291 }
1292 }
1293 }
1515 } 1294 }
1516 } 1295
1517 }
1518 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1297 return find_arrow (op, type);
1520 1298
1521 *better = betterby; 1299 *better = betterby;
1522 return tmp; 1300 return tmp;
1523} 1301}
1524 1302
1525/* looks in a given direction, finds the first valid target, and calls 1303/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1305 * op = the shooter
1528 * type = bow->race 1306 * type = bow->race
1529 * dir = fire direction 1307 * dir = fire direction
1530 */ 1308 */
1531 1309static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1311{
1534 object *tmp = NULL; 1312 object *tmp = NULL;
1535 mapstruct *m; 1313 maptile *m;
1536 int i, mflags, found, number; 1314 int i, mflags, found, number;
1537 sint16 x, y; 1315 sint16 x, y;
1538 1316
1539 if (op->map == NULL) 1317 if (op->map == NULL)
1540 return find_arrow(op, type); 1318 return find_arrow (op, type);
1541 1319
1542 /* do a dex check */ 1320 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 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))) 1322 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1323 return find_arrow (op, type);
1546 1324
1547 m = op->map; 1325 m = op->map;
1548 x = op->x; 1326 x = op->x;
1549 y = op->y; 1327 y = op->y;
1550 1328
1551 /* find the first target */ 1329 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1553 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1337 {
1558 break; 1338 tmp = 0;
1339 break;
1340 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1562 */ 1345 */
1563 tmp = NULL; 1346 tmp = 0;
1564 break; 1347 break;
1565 } 1348 }
1349
1566 if (mflags & P_IS_ALIVE) { 1350 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1353 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1354 }
1576 if (tmp == NULL) 1355
1356 if (!tmp)
1577 return find_arrow(op, type); 1357 return find_arrow (op, type);
1578 1358
1579 if (tmp->head) 1359 if (tmp->head)
1580 tmp = tmp->head; 1360 tmp = tmp->head;
1581 1361
1582 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1583} 1363}
1584 1364
1585/* 1365/*
1586 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1370 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1371 * 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 1372 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1373 * player fire modes.
1594 */ 1374 */
1375int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1377{
1598 object *left, *bow; 1378 object *left, *bow;
1599 tag_t left_tag, tag; 1379 int mflags;
1600 int bowspeed, mflags; 1380 maptile *m;
1601 mapstruct *m;
1602 1381
1603 if (!dir) { 1382 if (!dir)
1383 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1606 } 1391 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* 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. 1394 * don't need to switch back and forth between bows and weapons.
1613 */ 1395 */
1614 if(bow->type==BOW) 1396 if (bow->type == BOW)
1615 break; 1397 break;
1616 1398
1617 if (!bow) { 1399 if (!bow)
1400 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1402 return 0;
1620 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1621 } 1407 }
1408
1622 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1412 return 0;
1625 } 1413 }
1626 1414
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) { 1415 if (arrow == NULL)
1416 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1637 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 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 */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1422 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1643 return 0; 1425 return 0;
1644 } 1426 }
1645 } 1427 }
1428
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1431 return 0;
1649 } 1432
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1436 return 0;
1653 } 1437 }
1654 1438
1655 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1444 return 0;
1445 }
1661 1446
1662 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1448 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1665 if (arrow == NULL) { 1450 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1452 return 0;
1668 return 0;
1669 } 1453 }
1670 set_owner(arrow, op); 1454
1671 if (arrow->skill) free_string(arrow->skill); 1455 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1456 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1457 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1458
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 */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1463
1690 /* Note that this was different for monsters - they got their level 1464#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1692 */
1693 1466 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1698 /* update the speed */ 1481 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1483 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1484
1704 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1708 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1709 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
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; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1720 arrow->level = op->level; 1502 arrow->level = op->level;
1721 } 1503 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1504
1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1723 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1509 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1510
1727 arrow->map = m; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1517
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1520
1735 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1522 move_arrow (arrow);
1737 1523
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; 1524 return 1;
1745} 1525}
1746 1526
1747/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1528 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1532 * hence the function name.
1753 */ 1533 */
1534static int
1754int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1755{ 1536{
1756 int ret=0, wcmod=0; 1537 int ret;
1757 1538
1758 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1540 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1541 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); 1542 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1544 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 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, 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1547 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 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)]); 1551 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)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1553 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1772 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);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1557 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); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1559 }
1776 } else { 1560 else
1561 {
1777 /* Simple case */ 1562 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1564 }
1565
1780 return ret; 1566 return ret;
1781} 1567}
1782
1783 1568
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1786 */ 1571 */
1572static void
1787void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1788{ 1574{
1789 object *item; 1575 object *item = op->contr->ranged_ob;
1790 1576
1791 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1580 return;
1794 } 1581 }
1795 1582
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1583 if (!item->inv)
1584 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1586 return;
1800 } 1587 }
1801 if (item->type == WAND) { 1588
1802 if(item->stats.food<=0) { 1589 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1590 return;
1806 } 1591
1592 if (item->type == WAND)
1593 {
1594 if (item->stats.food <= 0)
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1599 return;
1600 }
1601 }
1602 else if (item->type == ROD || item->type == HORN)
1603 {
1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1609 {
1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1612 if (item->type == ROD)
1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1614 else
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1617 return;
1618 }
1619 }
1620
1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1625 if (item->type == WAND)
1626 {
1627 if (!(--item->stats.food))
1628 {
1629 object *tmp;
1630
1631 if (item->arch)
1632 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1634 item->face = item->arch->face;
1635 item->set_speed (0);
1636 }
1637
1638 if (object *pl = item->visible_to ())
1639 esrv_update_item (UPD_ANIM, pl, item);
1640 }
1641 }
1807 } else if (item->type == ROD || item->type==HORN) { 1642 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1643 drain_rod_charge (item);
1837 }
1838 } 1644 }
1839} 1645}
1840 1646
1841/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1842 */ 1648 */
1649bool
1843void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1844 int spellcost=0; 1652 int spellcost = 0;
1845 1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1846 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1848 1678
1849 switch(op->contr->shoottype) { 1679 switch (ob->type)
1850 case range_none: 1680 {
1851 return; 1681 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1855 return; 1683 break;
1856 1684
1857 case range_magic: /* Casting spells */ 1685 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1687 break;
1860 1688
1861 case range_misc: 1689 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 ); 1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1698 fire_misc_object (op, dir);
1699 break;
1700 }
1701
1702 return true;
1703}
1704
1705static object *
1706find_key_ (object *pl, object *container, object *door)
1707{
1708 object *tmp, *key;
1709
1710 /* Should not happen, but sanity checking is never bad */
1711 if (!container->inv)
1712 return 0;
1713
1714 /* First, lets try to find a key in the top level inventory */
1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 {
1717 if (door->type == DOOR && tmp->type == KEY)
1718 break;
1719
1720 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys
1722 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break;
1725 }
1726
1727 /* No key found - lets search inventories now */
1728 /* If we find and use a key in an inventory, return at that time.
1729 * otherwise, if we search all the inventories and still don't find
1730 * a key, return
1731 */
1732 if (!tmp)
1733 {
1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1735 /* No reason to search empty containers */
1736 if (tmp->type == CONTAINER && tmp->inv)
1737 if ((key = find_key_ (pl, tmp, door)))
1738 return key;
1739
1740 if (!tmp)
1886 return; 1741 return 0;
1887 default: 1742 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
1889 return; 1744 /* We get down here if we have found a key. Now if its in a container,
1745 * see if we actually want to use it
1746 */
1747 if (pl != container)
1890 } 1748 {
1891} 1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1751 return 0;
1892 1752
1753 /* cases where this fails:
1754 * If we only search the player inventory, return now since we
1755 * are not in the players inventory.
1756 * If the container is not active, return now since only active
1757 * containers can be used.
1758 * If we only search keyrings and the container does not have
1759 * a race/isn't a keyring.
1760 * No checking for all containers - to fall through past here,
1761 * inv must have been an container and must have been active.
1762 *
1763 * Change the color so that the message doesn't disappear with
1764 * all the others.
1765 */
1766 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL;
1773 }
1774 }
1893 1775
1776 return tmp;
1777}
1894 1778
1895/* find_key 1779/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1780 * 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 1781 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1784 * pl is the player,
1901 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1904 */ 1788 */
1905 1789object *
1906object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1907{ 1791{
1908 object *tmp,*key; 1792 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 } 1793 {
1922 /* No key found - lets search inventories now */ 1794 // 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. 1795 // 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 1796 // of searching through containers ourselves.
1925 * a key, return 1797
1926 */ 1798 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 } 1799 }
1933 } 1800 else
1934 if (!tmp) return NULL; 1801 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
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} 1802}
1968 1803
1969/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1972 * 0 otherwise 1807 * 0 otherwise
1973 */ 1808 */
1809static int
1974static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1975{ 1811{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* 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 - 1813 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1980 */ 1815 */
1981 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1982 1817
1983 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1984 if (key) { 1819 if (key)
1820 {
1985 object *container=key->env; 1821 object *container = key->env;
1986 1822
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1823 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1824 make_visible (op);
1825
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1827 spring_trap (door->inv, op);
1828
1990 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1995 "You open the door with the %s", query_short_name(key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1835 }
1836
1998 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1839
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
2004 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
2005 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1846 return 1;
2008 } 1847 }
1848
2009 return 0; 1849 return 0;
2010} 1850}
2011 1851
2012/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2017 */ 1857 */
2018 1858bool
2019void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2020{ 1860{
2021 object *tmp, *mon, *tpl; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2023 int on_battleground; 1867 int on_battleground;
2024 mapstruct *m;
2025 1868
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2030 1871
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1872 on_battleground = op_on_battleground (op, 0, 0);
2032 1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
1876
2033 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2034 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2035 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2036 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1884 * move_ob uses.
2041 */ 1885 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1886 maptile *m = op->map->xy_find (nx, ny);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 1887
2054 mon = NULL;
2055 /* Go through all the objects, and find ones of interest. Only stop if 1888 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 1889 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 1890 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 1891 * on the space
2059 */ 1892 */
2060 while (tmp!=NULL) { 1893 object *mon;
2061 if (tmp == op) { 1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1895 {
2063 continue; 1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2064 } 1901 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1902
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 1903 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 1904 return false; /* into a wall */
2076 1905
2077 if(mon->head != NULL)
2078 mon = mon->head; 1906 mon = mon->head_ ();
2079 1907
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door(op, mon)) return; 1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
1914 }
2082 1915
2083 /* The following deals with possibly attacking peaceful 1916 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1917 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1918 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1919 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1920 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1921 * and thus will not push them.
2089 */ 1922 */
2090 1923
2091 /* If the creature is a pet, push it even if the player is not 1924 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 1925 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1926 * player owns it and it is either friendly or unagressive.
2094 */ 1927 */
2095 if ((op->type==PLAYER) 1928 if (op->type == PLAYER
2096#if COZY_SERVER 1929 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1930 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1931 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 1933 {
2108 /* If we're braced, we don't want to switch places with it */ 1934 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 1935 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1936 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
1950 else
1951 return false;
1952 }
1953
2116 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1957 * attack them either.
2120 */ 1958 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123 ( 1961 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
1969 if (!op->contr->braced)
2130 )) { 1970 {
2131 if (!op->contr->braced) { 1971 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1972 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1973 }
2134 } else { 1974 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
1976
1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1978 make_visible (op);
1979
1980 return true;
1981 }
2136 } 1982 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2142 */ 1985 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
1989 {
1990 --op->speed_left;
1991
2144 recursive_roll(mon,dir,op); 1992 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 1993 if (action_makes_visible (op))
2146 } 1994 make_visible (op);
2147 1995
1996 return true;
1997 }
1998 }
2148 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2004 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2007 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 {
2010 --op->contr->weapon_sp_left;
2158 2011
2159 /* If the player hasn't hit something this tick, and does 2012 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2013
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2014 if (action_makes_visible (op))
2015 make_visible (op);
2016
2017 return true;
2018 }
2168 } 2019 }
2169 2020
2170 skill_attack(mon, op, 0, NULL, NULL); 2021 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2022}
2188 2023
2024bool
2189int move_player(object *op,int dir) { 2025move_player (object *op, int dir)
2190 int pick; 2026{
2191 object *transport = op->contr->transport; 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2192
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 2028 return 0;
2029
2030 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9))
2032 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0;
2035 }
2036
2037 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040
2041 op->facing = dir;
2042
2043 if (op->flag [FLAG_HIDDEN])
2044 do_hidden_move (op);
2045
2046 bool retval;
2047 int pick = 0;
2048
2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2050 retval = RESULT_INT (0);
2051 else if (op->contr->fire_on)
2052 retval = fire (op, dir);
2053 else
2054 {
2055 retval = move_player_attack (op, dir);
2056 pick = check_pick (op);
2057 }
2058
2059 /* Add special check for newcs players and fire on - this way, the
2060 * server can handle repeat firing.
2061 */
2062 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2063 op->direction = dir;
2064 else
2065 op->direction = 0;
2066
2067 /* Update how the player looks. Use the facing, so direction may
2068 * get reset to zero. This allows for full animation capabilities
2069 * for players.
2070 */
2071 animate_object (op, op->facing);
2072
2073 return retval;
2255} 2074}
2256 2075
2257/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2077 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2079 * the new speed values for commands.
2261 * 2080 *
2262 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2263 */ 2084 */
2085bool
2264int handle_newcs_player(object *op) 2086handle_newcs_player (object *op)
2265{ 2087{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2089 {
2090 if (op->speed_left > 0.f)
2091 {
2092 --op->speed_left;
2093 flee_player (op);
2290 2094
2291 /* I've been seeing crashes where the golem has been destroyed, but 2095 return true;
2292 * the player object still points to the defunct golem. The code that 2096 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2097 else
2294 * put this in a a workaround to clean up the golem pointer. 2098 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2099 }
2302 2100
2303 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2103 * called, so we recheck it here.
2306 */ 2104 */
2307 HandleClient(&op->contr->socket, op->contr); 2105 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2106 return true;
2309 2107
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2109 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2110
2320 else return 0; 2111 return false;
2321 } 2112}
2113
2114static int
2115save_life (object *op)
2116{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2118 return 0;
2323}
2324 2119
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2122 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2123 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2125
2337 if (op->contr) 2126 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2128
2342 if(op->stats.hp<0) 2129 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2131
2344 if(op->stats.food<0) 2132 if (op->stats.food < 0)
2345 op->stats.food = 999; 2133 op->stats.food = 999;
2346 fix_player(op); 2134
2135 op->update_stats ();
2347 return 1; 2136 return 1;
2348 } 2137 }
2138
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2140 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2142 return 0;
2353} 2143}
2354 2144
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2358 * from. 2148 * from.
2359 */ 2149 */
2150static void
2360void remove_unpaid_objects(object *op, object *env) 2151drop_unpaid_items (object *op, object *env)
2361{ 2152{
2362 object *next;
2363
2364 while (op) { 2153 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2154 {
2366 * we remove object 'op' 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2156
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2158 op->insert_at (env);
2370 op->x = env->x; 2159 else if (op->inv)
2371 op->y = env->y; 2160 drop_unpaid_items (op->inv, env);
2372 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2161
2381 2162 op = next;
2382/*
2383 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory.
2388 */
2389char *gravestone_text (object *op)
2390{
2391 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF];
2393 time_t now = time (NULL);
2394
2395 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398 else
2399 sprintf (buf, "%s\n", op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 sprintf (buf, "who was in level %d when killed\n", op->level);
2404 else
2405 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER) {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 } 2163 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 return buf2;
2417} 2164}
2418 2165
2166void
2167object::drop_unpaid_items ()
2168{
2169 if (!flag [FLAG_REMOVED])
2170 ::drop_unpaid_items (inv, this);
2171}
2419 2172
2420 2173void
2421void do_some_living(object *op) { 2174do_some_living (object *op)
2175{
2422 int last_food=op->stats.food; 2176 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2178 int over_hp, over_sp, over_grace;
2425 int i; 2179 int i;
2426 int rate_hp = 1200; 2180 int rate_hp = 1200;
2427 int rate_sp = 2500; 2181 int rate_sp = 2500;
2428 int rate_grace = 2000; 2182 int rate_grace = 2000;
2429 const int max_hp = 1; 2183 const int max_hp = 1;
2430 const int max_sp = 1; 2184 const int max_sp = 1;
2431 const int max_grace = 1; 2185 const int max_grace = 1;
2432 2186
2433 if (op->contr->outputs_sync) { 2187 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2188 {
2435 if (op->contr->outputs[i].buf!=NULL && 2189 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2190 /* the socket code flashes the player visible/invisible
2437 flush_output_element(op, &op->contr->outputs[i]); 2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2438 } 2196 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2198 {
2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2204 }
2439 2205
2440 if(op->contr->state==ST_PLAYING) { 2206 if (op->contr->ns->state == ST_PLAYING)
2441 2207 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2209 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2210 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2211 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2212 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2213 {
2214 gen_hp = op->stats.maxhp;
2215 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2216 }
2217
2218 if (op->contr->gen_sp >= 0)
2219 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2220 else
2221 {
2222 gen_sp = op->stats.maxsp;
2223 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2224 }
2225
2226 if (op->contr->gen_grace >= 0)
2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2228 else
2229 {
2230 gen_grace = op->stats.maxgrace;
2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2232 }
2233
2234 /* Regenerate Grace */
2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2236 if (--op->last_grace < 0)
2237 {
2238 if (op->stats.grace < op->stats.maxgrace / 2)
2239 op->stats.grace++; /* no penalty in food for regaining grace */
2240
2241 if (max_grace > 1)
2242 {
2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2244 if (over_grace > 0)
2245 {
2246 op->stats.sp += over_grace
2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2248 op->last_grace = 0;
2249 }
2250 else
2251 {
2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2254 }
2255 else
2256 {
2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2258 }
2259 /* wearing stuff doesn't detract from grace generation. */
2260 }
2261
2262 if (op->stats.food > 0)
2263 {
2264 /* Regenerate Spell Points */
2265 if (!op->contr->golem && --op->last_sp < 0)
2266 {
2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2268
2269 if (op->stats.sp < op->stats.maxsp)
2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2276 op->stats.food--;
2277
2278 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion;
2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2281 op->stats.food = last_food;
2282 }
2283 }
2284
2285 if (max_sp > 1)
2286 {
2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2305 }
2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2314 {
2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2340 }
2341 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2343 }
2344 }
2345
2346 /* Digestion */
2347 if (--op->last_eat < 0)
2348 {
2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2351
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353
2560 /* dms do not consume food */ 2354 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2356 op->stats.food--;
2563 } 2357 }
2564 2358
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2360 {
2361 object *flesh = 0;
2567 2362
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2363 for_inv_removable (op, tmp)
2364 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2369 {
2572 manual_apply(op,tmp,0); 2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0);
2373
2573 if(op->stats.food>=0||op->stats.hp<0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2375 break;
2575 } 2376 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2377 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2378 flesh = tmp;
2578 } /* end of for loop */ 2379 }
2380
2579 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2580 * eat flesh instead. 2382 * eat flesh instead.
2581 */ 2383 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2584 manual_apply(op,flesh,0); 2388 manual_apply (op, flesh, 0);
2585 } 2389 }
2586 } /* end if player is starving */
2587 2390
2588 while(op->stats.food<0&&op->stats.hp>0) 2391 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2392 if (op->stats.food < 0)
2590 2393 op->failmsg ("You are starving! "
2591 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2592 kill_player(op);
2593}
2594
2595 2395 }
2396
2397 if (op->stats.food < 0)
2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2401
2402 if (op->stats.hp < 0)
2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2408
2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2411 kill_player (op);
2412 }
2413}
2596 2414
2597/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2598 * op is the player in jeopardy. If the player can not be saved (not 2416 * op is the player in jeopardy. If the player can not be saved (not
2599 * permadeath, no lifesave), this will take care of removing the player 2417 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2418 * file.
2601 */ 2419 */
2420void
2602void kill_player(object *op) 2421kill_player (object *op)
2603{ 2422{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2423 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2425 int will_kill_again;
2613 archetype *at; 2426 archetype *at;
2614 object *tmp; 2427 object *tmp;
2615 2428
2616 if(save_life(op)) 2429 if (save_life (op))
2617 return; 2430 return;
2618 2431
2432 dynbuf_text deathtab;
2619 2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2469
2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2621 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2622 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2473 */
2624 if (op_on_battleground(op, &x, &y)) { 2474 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2475 {
2626 "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op);
2633 if (tmp) {
2634 remove_ob(tmp);
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 }
2638 2477
2639 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op);
2641 if (tmp) {
2642 remove_ob(tmp);
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 }
2646
2647 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999;
2650
2651 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2480
2654 { 2481 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2483 tmp->msg = format (
2657 sprintf(buf," This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2658 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2486 (int)op->level,
2660 op->contr->killer); 2487 op->contr->killer_name ()
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2488 );
2489 tmp->value = 0, tmp->type = 0;
2490 tmp->material = name_to_material (shstr_organic);
2491 tmp->insert_at (op, tmp);
2492
2668 /* teleport defeated player to new destination*/ 2493 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2495 op->contr->braced = 0;
2671 return;
2672 }
2673 2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2498 return;
2499 }
2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2674 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2675 2505
2676 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2677 2507
2678 if(op->stats.food<0) { 2508 op->contr->play_sound (sound_find ("player_dies"));
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2509
2699 /* save the map location for corpse, gravestone*/ 2510 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2511 x = op->x;
2512 y = op->y;
2513 map = op->map;
2701 2514
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2515 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * life if they are dead - it takes some exp and a random stat. 2516 * life if they are dead - it takes some exp and a random stat.
2706 * See the config.h file for a little more in depth detail about this. 2517 * See the config.h file for a little more in depth detail about this.
2707 */ 2518 */
2708 2519
2709 /* Basically two ways to go - remove a stat permanently, or just 2520 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2521 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2522 * of death.
2712 */ 2523 */
2713#ifndef COZY_SERVER 2524#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2525 if (settings.balanced_stat_loss)
2526 {
2715 /* If stat loss is permanent, lose one stat only. */ 2527 /* If stat loss is permanent, lose one stat only. */
2716 /* Lower level chars don't lose as many stats because they suffer 2528 /* Lower level chars don't lose as many stats because they suffer
2717 more if they do. */ 2529 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2530 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2531 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2532 little bit harder. */
2721 /* GD */ 2533 /* GD */
2722 if (settings.stat_loss_on_death) 2534 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2535 num_stats_lose = 1;
2724 else 2536 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2538 }
2539 else
2727 num_stats_lose = 1; 2540 num_stats_lose = 1;
2728 } 2541
2729 lost_a_stat = 0; 2542 lost_a_stat = 0;
2730 2543
2731 for (z=0; z<num_stats_lose; z++) { 2544 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2545 {
2546 i = rndm (NUM_STATS);
2733 2547
2734 if (settings.stat_loss_on_death) { 2548 if (settings.stat_loss_on_death)
2549 {
2735 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2551 * what he lost.
2737 */ 2552 */
2738 change_attr_value(&(op->stats), i,-1); 2553 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2554 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2555 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2556 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2557 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2558 lost_a_stat = 1;
2744 } else { 2559 }
2560 else
2561 {
2745 /* deplete a stat */ 2562 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2564 object *dep;
2565
2566 dep = present_arch_in_ob (deparch, op);
2567 if (!dep)
2748 2568 {
2749 dep = present_arch_in_ob(deparch,op); 2569 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2570 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2571 }
2782 if (lose_this_stat) { 2572 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss)
2574 {
2575 /* GD */
2576 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2577 this_stat = get_attr_value (&(dep->stats), i);
2578 if (this_stat < 0)
2579 {
2580 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2581 int keep_chance = this_stat * this_stat;
2582
2583 /* Yes, I am paranoid. Sue me. */
2584 if (keep_chance < 1)
2585 keep_chance = 1;
2586
2587 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 {
2590 lose_this_stat = 0;
2591 /* Take loss chance vs keep chance to see if we
2592 retain the stat. */
2593 }
2594 else
2595 {
2596 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2597 lose_this_stat = 0;
2598 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2599 this_stat, keep_chance, loss_chance,
2600 lose_this_stat?"LOSE":"KEEP"); */
2601 }
2602 }
2603 }
2604
2605 if (lose_this_stat)
2606 {
2607 this_stat = get_attr_value (&dep->stats, i);
2784 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2612 * difference.
2789 */ 2613 */
2790 if (this_stat>=-50) { 2614 if (this_stat >= -50)
2615 {
2791 change_attr_value(&(dep->stats), i, -1); 2616 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2617 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2619 op->update_stats ();
2795 lost_a_stat = 1; 2620 lost_a_stat = 1;
2796 } 2621 }
2797 } 2622 }
2623 }
2798 } 2624 }
2799 } 2625
2800 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2627 if (!lost_a_stat)
2802 { 2628 {
2803 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2631 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2632
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2633 if (god != shstr_none)
2808 "moment you feel the holy presence of %s protecting" 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2809 " you.", god); 2635 else
2810 else 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 2637 }
2638#else
2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2640#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2641
2818 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2643 * exp loss on the stone.
2820 */ 2644 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 sprintf(buf,"%s's gravestones",op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2825 FREE_AND_COPY(tmp->name_pl, buf); 2649 &op->name, op->contr->title, op->contr->killer_name ());
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n"
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2652
2835 /**************************************/ 2653 /**************************************/
2836 /* */ 2654 /* */
2837 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2656 /* */
2841 /**************************************/ 2657 /**************************************/
2842 2658
2843 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */
2845 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op);
2847 if (tmp) {
2848 remove_ob(tmp);
2849 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 }
2852
2853 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op);
2855 if (tmp) {
2856 remove_ob(tmp);
2857 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 }
2860 cure_disease(op,0); /* remove any disease */
2861
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2660 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2661
2869 /* 2662 /*
2870 * Check to see if the player is in a shop. IF so, then check to see if 2663 * Check to see if the player has any unpaid items. If so, remove them
2871 * the player has any unpaid items. If so, remove them and put them back 2664 * and put them back in the map.
2872 * in the map. 2665 */
2873 */ 2666 op->drop_unpaid_items ();
2874 2667
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2668 /****************************************/
2884 /* */ 2669 /* */
2885 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2887 /* */ 2672 /* */
2888 /****************************************/ 2673 /****************************************/
2889 2674
2890 enter_player_savebed(op); 2675 enter_player_savebed (op);
2891 2676
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2677 op->contr->braced = 0;
2896 save_player(op,1);
2897 2678
2898 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2682 * on the space that might harm the player.
2902 */ 2683 */
2903 will_kill_again=0; 2684 will_kill_again = 0;
2904 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2685 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2905 if (tmp->type ==SPELL_EFFECT) 2686 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2687 will_kill_again |= tmp->attacktype;
2907 } 2688
2908 if (will_kill_again) { 2689 if (will_kill_again)
2690 {
2909 object *force; 2691 object *force;
2910 int at; 2692 int at;
2911 2693
2912 force=get_archetype(FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2696 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2697 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2699 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2701 force->resist[at] = 100;
2920 } 2702
2921 insert_ob_in_ob(force, op); 2703 insert_ob_in_ob (force, op);
2922 fix_player(op); 2704 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 } 2705 }
2981 }
2982 play_again(op);
2983 2706
2984 /* peterm: added to create a corpse at deathsite. */ 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2708}
2998 2709
2999 2710static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2711loot_object (object *op)
2712{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2713 object *tmp, *tmp2, *next;
3002 2714
3003 if (op->container) { /* close open sack first */ 2715 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2716
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2717 for (tmp = op->inv; tmp; tmp = next)
2718 {
3008 next=tmp->below; 2719 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2720
3010 remove_ob(tmp); 2721 if (tmp->invisible)
2722 continue;
2723
2724 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2725 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2726
3013 loot_object(tmp); 2727 if (tmp->type == CONTAINER)
3014 } 2728 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2729
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2731 {
3017 if(tmp->nrof>1) { 2732 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2733 {
3019 free_object(tmp2); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2736 }
2737 else
2738 tmp->destroy ();
2739 }
3021 } else 2740 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2742 }
3026} 2743}
3027 2744
3028/* 2745/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3030 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3031 * was changed. 2748 * was changed.
3032 */ 2749 */
2750void
2751fix_weight ()
2752{
2753 for_all_players (pl)
2754 {
2755 sint32 old = pl->ob->carrying;
3033 2756
3034void fix_weight(void) { 2757 pl->ob->update_weight ();
3035 player *pl; 2758
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2759 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2760 {
3038 if(old == sum) 2761 pl->ob->update_stats ();
3039 continue; 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2763 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2764 }
3044} 2765}
3045 2766
3046void fix_luck(void) { 2767void
3047 player *pl; 2768fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2769{
2770 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2771 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2772 pl->ob->change_luck (0);
3051} 2773}
3052
3053 2774
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2776 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2777 * just treat this as any other spell casting object.
3057 */ 2778 */
3058
3059void 2779void
3060cast_dust (object * op, object * throw_ob, int dir) 2780cast_dust (object *op, object *throw_ob, int dir)
3061{ 2781{
3062 object *skop, *spob; 2782 object *skop, *spob;
3063 2783
3064 skop = find_skill_by_name (op, throw_ob->skill); 2784 skop = find_skill_by_name (op, throw_ob->skill);
3065 2785
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2786 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2787 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2788 {
3069 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2789 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3070 op->name);
3071 return; 2790 return;
3072 } 2791 }
3073 2792
3074 spob = throw_ob->inv; 2793 spob = throw_ob->inv;
3075 2794
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2795 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 2796 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 2797 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2798 if (!spob)
3080 { 2799 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2800 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 2801 return;
3084 } 2802 }
3085 2803
3086 if (op->type == PLAYER) 2804 if (op->type == PLAYER)
3087 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2805 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3088 2806
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2807 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2808
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2809 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2810}
3095 2811
2812void
3096void make_visible (object *op) { 2813make_visible (object *op)
3097 op->hide = 0; 2814{
2815 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2816 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 2817
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 2818 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2819 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2820 op->contr->tmp_invis = 0;
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2821 op->contr->invis_race = 0;
2822 }
2823
2824 update_object (op, UP_OBJ_CHANGE);
2825}
2826
2827int
2828is_true_undead (object *op)
2829{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2831 return 1;
2832
3115 return 0; 2833 return 0;
3116} 2834}
3117 2835
3118/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2838 * indicate greater hideability.
3121 */ 2839 */
3122 2840int
3123int hideability(object *ob) { 2841hideability (object *ob)
2842{
3124 int i,level=0, mflag; 2843 int i, level = 0, mflag;
3125 sint16 x,y; 2844 sint16 x, y;
3126 2845
3127 if(!ob||!ob->map) return 0; 2846 if (!ob || !ob->map)
2847 return 0;
3128 2848
3129 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3131 2851
3132 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2855 if (ob->has_carried_lights ())
2856 level = -(10 + (2 * ob->map->darklevel ()));
3136 2857
3137 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2862 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2864 if (mflag & P_OUT_OF_MAP)
2865 continue;
2866
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2868 level += 2;
3143 else /* open terrain! */ 2869 else /* open terrain! */
3144 level -= 1; 2870 level -= 1;
3145 } 2871 }
3146 2872
3147#if 0 2873#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2874 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2875#endif
3150 return level; 2876 return level;
3151} 2877}
3152 2878
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2883 */
3158 2884void
3159void do_hidden_move (object *op) { 2885do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2886{
3161 object *skop; 2887 int hide = 0;
3162 2888
3163 if(!op || !op->map) return; 2889 if (!op || !op->map)
2890 return;
3164 2891
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3166 2894
3167 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2896 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2897 if (!skop || num >= skop->level)
2898 {
3170 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3171 make_visible(op); 2900 make_visible (op);
3172 return; 2901 return;
3173 } else num += 20;
3174 } 2902 }
2903 else
2904 num += 20;
2905
3175 num += op->map->difficulty; 2906 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2907 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2908 num -= hide;
2909
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2911 {
3179 make_visible(op); 2912 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913
3181 "You moved out of hiding! You are visible!"); 2914 if (op->type == PLAYER)
2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 2916 }
3183 else if (op->type == PLAYER && skop) { 2917 else if (op->type == PLAYER && skop)
3184 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 }
3186} 2919}
3187 2920
3188/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3189 2922
2923int
3190int stand_near_hostile( object *who ) { 2924stand_near_hostile (object *who)
2925{
3191 object *tmp=NULL; 2926 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2927 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2928 maptile *m;
3194 sint16 x,y; 2929 sint16 x, y;
3195 2930
3196 if(!who) return 0; 2931 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 2932 return 0;
2933
2934 if (who->type == PLAYER)
2935 player = 1;
2936
2937 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2939
2940 /* search adjacent squares */
2941 for (i = 1; i < 9; i++)
2942 {
2943 x = who->x + freearr_x[i];
2944 y = who->y + freearr_y[i];
2945 m = who->map;
2946 mflags = get_map_flags (m, &m, x, y, &x, &y);
2947 /* space must be blocked if there is a monster. If not
2948 * blocked, don't need to check this space.
2949 */
2950 if (mflags & P_OUT_OF_MAP)
2951 continue;
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue;
2954
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2958 return 1;
2959 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1;
2964 }
2965 }
2966 }
2967 return 0;
3226} 2968}
3227 2969
3228/* check the player los field for viewability of the 2970/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3230 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3231 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3237 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 2980 * -b.t.
3239 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3240 */ 2982 */
3241 2983int
3242int player_can_view (object *pl,object *op) { 2984player_can_view (object *pl, object *op)
2985{
3243 rv_vector rv; 2986 rv_vector rv;
3244 int dx,dy; 2987 int dx, dy;
3245 2988
3246 if(pl->type!=PLAYER) { 2989 if (pl->type != PLAYER)
2990 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 2992 return -1;
3273 op = op->more;
3274 } 2993 }
2994
2995 if (!pl || !op)
3275 return 0; 2996 return 0;
3276}
3277 2997
3278/* routine for both players and monsters. We call this when 2998 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 2999
3280 * place or invisiblity spell. Artefact invisiblity is not 3000 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 3001
3282 * return 0. 3002 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any
3004 * part that is in the los array but isn't on
3005 * a blocked los square.
3006 * we use the archetype to figure out offsets.
3283 */ 3007 */
3284int action_makes_visible (object *op) { 3008 while (op)
3009 {
3010 dx = rv.distance_x + op->arch->x;
3011 dy = rv.distance_y + op->arch->y;
3285 3012
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291
3292 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295 return 1; 3014 return 1;
3296 } 3015
3016 op = op->more;
3297 } 3017 }
3018
3298 return 0; 3019 return 0;
3299} 3020}
3300 3021
3301/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3024 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3025 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3026 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3027 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3029 */
3030int
3309int op_on_battleground (object *op, int *x, int *y) { 3031op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3032{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3042 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3321 strcmp(tmp->name, "battleground")==0 && 3044 && tmp->type == BATTLEGROUND
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3048 /* before we assign the exit, check if this is a teambattle */
3324 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3325 object *invtmp; 3050 {
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3052 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3329 if (x != NULL && y != NULL) 3054 {
3055 if (x && y)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3058 return 1;
3059 }
3060 }
3061 }
3062
3063 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3331 return 1; 3066 return 1;
3332 } 3067 }
3333 } 3068 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3069 }
3339 } 3070
3340 }
3341 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3342 return 0; 3072 return 0;
3343} 3073}
3344 3074
3345/* 3075/*
3349 * attributes: 3079 * attributes:
3350 * object *who the dragon player 3080 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3081 * int atnr the attack-number of the ability focus
3352 * int level ability level 3082 * int level ability level
3353 */ 3083 */
3084void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3085dragon_ability_gain (object *who, int atnr, int level)
3086{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3087 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3088 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3089 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3090 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3092 int i = 0, j = 0;
3361 3093
3362 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3103
3372 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3373 return; 3105 return;
3374 3106
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3108
3377 3109 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3110 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3112 return;
3381 } 3113 }
3382 3114
3383 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3116 item = tr->item;
3385 3117
3386 if (item->type == SPELL) { 3118 if (item->type == SPELL)
3119 {
3387 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3388 return; 3121 return;
3389 3122
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3123 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3124 do_learn_spell (who, item, 0);
3392 return; 3125 return;
3393 } 3126 }
3394 3127
3395 /* grant direct spell */ 3128 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3129 if (item->type == SPELLBOOK)
3130 {
3397 if (!item->inv) { 3131 if (!item->inv)
3132 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3133 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3134 return;
3401 } 3135 }
3402 if (check_spell_known (who, item->inv->name)) 3136 if (check_spell_known (who, item->inv->name))
3403 return; 3137 return;
3404 if (item->invisible) { 3138 if (item->invisible)
3139 {
3405 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3140 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406 do_learn_spell (who, item->inv, 0); 3141 do_learn_spell (who, item->inv, 0);
3407 return; 3142 return;
3408 } 3143 }
3409 } 3144 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3145 else if (item->type == SKILL_TOOL && item->invisible)
3146 {
3411 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3147 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3148 {
3412 3149
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3150 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3151 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3152 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3153 * but not all of them, he gets nothing.
3417 */ 3154 */
3418 if (!(skop->attacktype & item->attacktype)) { 3155 if (!(skop->attacktype & item->attacktype))
3156 {
3419 /* Give new attacktype */ 3157 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3158 skop->attacktype |= item->attacktype;
3421 3159
3422 /* always add physical if there's none */ 3160 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3161 skop->attacktype |= AT_PHYSICAL;
3424 3162
3425 if (item->msg != NULL) 3163 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3164 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3165
3428 /* Give player new face */ 3166 /* Give player new face */
3429 if (item->animation_id) { 3167 if (item->animation_id)
3168 {
3430 who->face = skop->face; 3169 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3170 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3171 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3172 who->last_anim = 0;
3434 who->state = 0; 3173 who->state = 0;
3435 animate_object(who, who->direction); 3174 animate_object (who, who->direction);
3436 } 3175 }
3176 }
3177 }
3437 } 3178 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3179 else if (item->type == FORCE)
3180 {
3441 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3182 object *skin;
3183
3443 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3445 skin=skin->below); 3186 ;
3446 if (skin == NULL) return; 3187
3447 3188 if (!skin)
3189 return;
3190
3448 /* adding new spellpath attunements */ 3191 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3192 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3193 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3194 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3195
3452 /* print message */ 3196 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3197 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3198 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3199 {
3456 if (j) 3200 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3201 {
3458 else 3202 if (j)
3459 j = 1; 3203 strcat (buf, " and ");
3204 else
3205 j = 1;
3460 strcat(buf, spellpathnames[i]); 3206 strcat (buf, spellpathnames[i]);
3461 } 3207 }
3462 } 3208 }
3463 strcat(buf,"."); 3209 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3211 }
3466 3212
3467 /* evtl. adding flags: */ 3213 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3214 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3215 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3216 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3217 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3219 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3220
3475 /* print message if there is one */ 3221 /* print message if there is one */
3476 if (item->msg != NULL) 3222 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 }
3225 else
3478 } 3226 {
3479 else {
3480 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3483 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3484 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp);
3486 } 3231 }
3487} 3232}
3488 3233
3489/** 3234/**
3490 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3491 * not readied. 3236 * not readied.
3492 */ 3237 */
3238void
3493void player_unready_range_ob(player *pl, object *ob) { 3239player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3495 3243
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3244 if (pl->combat_ob == ob)
3497 if (pl->ranges[i] == ob) { 3245 pl->combat_ob = 0;
3498 pl->ranges[i] = NULL; 3246
3499 if (pl->shoottype == i) { 3247 if (pl->ranged_ob == ob)
3500 pl->shoottype = range_none; 3248 pl->ranged_ob = 0;
3501 }
3502 }
3503 }
3504} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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