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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.254 by root, Fri Mar 26 00:05:45 2010 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 1.14 2006/09/03 00:18:42 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 (ob->is_dragon ())
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 = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
225 184
226 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231 186
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{
232 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
233 * we deal with that below this point. 234 * we deal with that below this point.
234 */ 235 */
235 p->party=NULL; 236 outputs_sync = 4;
236 p->outputs_sync=16; /* Every 2 seconds */ 237 outputs_count = 4;
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
239 p->Swap_First = -1;
240 239
241#ifdef AUTOSAVE 240 savebed_map = first_map_path; /* Init. respawn position */
242 p->last_save_tick = 9999999; 241
243#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)
244 261 {
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 ob->destroy_inv (false);
263 ob->destroy ();
246 264 }
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255 265
256 roll_stats(op); 266 ob = observe = viewpoint = 0;
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297} 267}
298 268
299 269player::~player ()
300/* This loads the first map an puts the player on it. */
301static void set_first_map(object *op)
302{ 270{
303 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
304 op->x = -1; 272 free (stack_items);
305 op->y = -1;
306 enter_exit(op, NULL);
307}
308
309/* Tries to add player on the connection passwd in ns.
310 * All we can really get in this is some settings like host and display
311 * mode.
312 */
313
314int add_player(NewSocket *ns) {
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob);
329
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0;
337} 273}
338 274
339/* 275/*
340 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
343 */ 279 */
280static archetype *
344archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
345{ 282{
346 archetype *start = at; 283 // archetypes could have been reloaded
284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
285
286 if (!nat)
287 return at;
288
289 archvec::iterator i = archetypes.find (nat);
290
347 for (;;) { 291 for (;;)
348 if (at==NULL || at->next==NULL)
349 at=first_archetype;
350 else
351 at=at->next;
352 if(at->clone.type==PLAYER)
353 return at;
354 if (at == start) {
355 LOG (llevError, "No Player archetypes\n");
356 exit (-1);
357 }
358 } 292 {
359} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
360 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
361 302
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 *
362object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
363 object *op = NULL; 326 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 327 objectlink *ol;
366 unsigned lastdist; 328 unsigned lastdist;
367 rv_vector rv; 329 rv_vector rv;
368 330
369 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
370 /* We should not find free objects on this friendly list, but it 332 {
371 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop.
374 */
375 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
376 object *tmp=ol->ob;
377
378 /* Can't do much more other than log the fact, because the object
379 * itself will have been cleared.
380 */
381 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
382 ol = ol->next;
383 remove_friendly_object(tmp);
384 if (!ol) return op;
385 }
386
387 /* Remove special check for player from this. First, it looks to cause
388 * some crashes (ol->ob->contr not set properly?), but secondly, a more
389 * complicated method of state checking would be needed in any case -
390 * as it was, a clever player could type quit, and the function would
391 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this
393 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 334 continue;
396 335
397 if(lastdist>rv.distance) { 336 if (lastdist > rv.distance)
337 {
398 op=ol->ob; 338 op = ol->ob;
399 lastdist=rv.distance; 339 lastdist = rv.distance;
400 } 340 }
401 } 341 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 342
343 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 344 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 346 {
410 } 347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
411#if 0 351#if 0
412 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)");
413#endif 353#endif
414 return op; 354 return op;
415} 355}
416 356
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 373 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 375 * is probably not a good thing.
436 */ 376 */
437#define MAX_SPACES 50 377#define MAX_SPACES 50
438
439 378
440/* 379/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
456 * monster can in fact move one space in that direction. 395 * monster can in fact move one space in that direction.
457 * 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,
458 * 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
459 * is blocking itself. 398 * is blocking itself.
460 */ 399 */
400int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
462 rv_vector rv; 403 rv_vector rv;
463 sint16 x,y; 404 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
466 407
467 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
468 409
469 if (rv.distance<mindiff) return 0; 410 if (rv.distance < mindiff)
411 return 0;
470 412
471 x=mon->x; 413 x = mon->x;
472 y=mon->y; 414 y = mon->y;
473 m=mon->map; 415 m = mon->map;
474 dir = rv.direction; 416 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
419
477 /* If we can't solve it within the search distance, return now. */ 420 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 421 if (diff > max)
422 return 0;
423
479 while (diff >1 && max>0) { 424 while (diff > 1 && max > 0)
425 {
480 lastx = x; 426 lastx = x;
481 lasty = y; 427 lasty = y;
482 lastmap = m; 428 lastmap = m;
483 x = lastx + freearr_x[dir]; 429 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 430 y = lasty + freearr_y[dir];
485 431
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 432 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 434
489 /* Space is blocked - try changing direction a little */ 435 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
492 /* recalculate direction from last good location. Possible 439 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 440 * we were not traversing ideal location before.
494 */ 441 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 443 if (rv.direction != dir)
444 {
497 /* OK - says direction should be different - lets reset the 445 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 446 * the values so it will try again.
499 */ 447 */
500 x = lastx; 448 x = lastx;
501 y = lasty; 449 y = lasty;
502 m = lastmap; 450 m = lastmap;
503 dir = firstdir = rv.direction; 451 dir = firstdir = rv.direction;
452 }
504 } else { 453 else
454 {
505 /* direct path is blocked - try taking a side step to 455 /* direct path is blocked - try taking a side step to
506 * either the left or right. 456 * either the left or right.
507 * Note increase the values in the loop below to be 457 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 458 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 459 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 460 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 461 * stepping back and forth
512 */ 462 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 466 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 467 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 468 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 469 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 470 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 471 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 472 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 473 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 474 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 475 * the last direction the creature has successfully
524 * moved. 476 * moved.
525 */ 477 */
526 478
527 x = lastx + freearr_x[absdir(lastdir+i)]; 479 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 480 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 481 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 482 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 483 if (mflags & P_OUT_OF_MAP)
484 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 488 if (mflags & P_BLOCKSVIEW)
489 continue;
535 490
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
537 } 493 }
538 /* go through entire loop without finding a valid 494 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 495 * sidestep to take - thus, no valid path.
540 */ 496 */
541 if (i==(DETOUR_AMOUNT+1)) 497 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 498 return 0;
543 diff--; 499 diff--;
544 lastdir=dir; 500 lastdir = dir;
545 max--; 501 max--;
546 if (!firstdir) firstdir = dir+i; 502 if (!firstdir)
503 firstdir = dir + i;
547 } /* else check alternate directions */ 504 } /* else check alternate directions */
548 } /* if blocked */ 505 } /* if blocked */
549 else { 506 else
507 {
550 /* we moved towards creature, so diff is less */ 508 /* we moved towards creature, so diff is less */
551 diff--; 509 diff--;
552 max--; 510 max--;
553 lastdir=dir; 511 lastdir = dir;
512 if (!firstdir)
554 if (!firstdir) firstdir = dir; 513 firstdir = dir;
514 }
515
516 if (diff <= 1)
555 } 517 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 518 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 519 * headed toward player for entire distance.
559 */ 520 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
562 } 523 }
563 if (diff>max) return 0; 524
525 if (diff > max)
526 return 0;
564 } 527 }
528
565 /* If we reached the max, didn't find a direction in time */ 529 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 530 if (!max)
531 return 0;
567 532
568 return firstdir; 533 return firstdir;
569} 534}
570 535
536void
571void give_initial_items(object *pl,treasurelist *items) { 537give_initial_items (object *pl, treasurelist *items)
572 object *op,*next=NULL; 538{
573
574 if(pl->randomitems!=NULL) 539 if (pl->randomitems)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 541
577 for (op=pl->inv; op; op=next) { 542 for (object *next, *op = pl->inv; op; op = next)
543 {
578 next = op->below; 544 next = op->below;
579 545
580 /* Forces get applied per default, unless they have the 546 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 547 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 548 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 550 SET_FLAG (op, FLAG_APPLIED);
585 551
586 /* we never give weapons/armour if these cannot be used 552 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 553 * by this player due to race restrictions
588 */ 554 */
589 if (pl->type == PLAYER) { 555 if (pl->type == PLAYER)
556 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
591 (op->type == ARMOUR || op->type == BOOTS || 559 (op->type == ARMOUR || op->type == BOOTS
592 op->type == CLOAK || op->type == HELMET || 560 || op->type == CLOAK || op->type == HELMET
593 op->type == SHIELD || op->type == GLOVES || 561 || op->type == SHIELD || op->type == GLOVES
594 op->type == BRACERS || op->type == GIRDLE)) || 562 || op->type == BRACERS || op->type == GIRDLE))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 564 {
600 } 565 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 566 continue;
620 } 567 }
621 if (op->nrof > 1) op->nrof = 1; 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)
622 } 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 }
623 584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
624 if (op->type == SPELLBOOK && op->inv) { 589 if (op->type == SPELLBOOK && op->inv)
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 }
627 591
628 /* Give starting characters identified, uncursed, and undamned 592 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 593 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 594 * merged properly.
631 */ 595 */
632 if (need_identify(op)) { 596 if (need_identify (op))
597 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 598 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 599 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
636 } 604 {
637 if(op->type==SPELL) { 605 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 606 continue;
607 }
608 else if (op->type == SKILL)
641 } 609 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 611 op->stats.exp = 0;
645 op->level = 1; 612 op->level = 1;
646 } 613 }
647 /* lock all 'normal items by default */ 614 else /* lock all 'normal items by default */
648 else SET_FLAG(op, FLAG_INV_LOCKED); 615 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 616 } /* for loop of objects in player inv */
650 617
651 /* Need to set up the skill pointers */ 618 /* Need to set up the skill pointers */
652 link_player_skills(pl); 619 pl->contr->link_skills ();
653} 620}
654 621
655void get_name(object *op) { 622void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
728 if (party == NULL) { 625 if (party == NULL)
626 {
729 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);
730 return; 628 return;
731 } 629 }
630
732 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
735 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:");
736} 635}
737
738 636
739/* 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. */
740int roll_stat(void) { 638static int
639roll_stat ()
640{
741 int a[4],i,j,k; 641 int a[4], i, j, k;
742 642
743 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
745 645
746 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 647 if (a[i] < k)
748 k=a[i],j=i; 648 k = a[i], j = i;
749 649
750 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 651 if (i != j)
752 k+=a[i]; 652 k += a[i];
753 } 653
754 return k; 654 return k;
755} 655}
756 656
757void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
758 int sum=0; 664 int sum = 0;
759 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
760 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
761 667
762 do { 668 if (sum >= 82 && sum <= 116)
763 op->stats.Str=roll_stat(); 669 break;
764 op->stats.Dex=roll_stat(); 670 }
765 op->stats.Int=roll_stat();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 671
775 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 674
784 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
797 op->stats.Dex = statsort[1];
798 op->stats.Con = statsort[2];
799 op->stats.Int = statsort[3];
800 op->stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6];
803 677
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 678 stats.exp = 0;
815 op->stats.ac=0; 679 stats.ac = 0;
816 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
817 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
820 690
821 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
822 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
824 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
825 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
826} 723}
827 724
828void Roll_Again(object *op) 725static void
726start_info (object *op)
829{ 727{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
838 729
839 if ( op->contr->Swap_First == -1 ) { 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str;
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf);
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 732}
947 733
948/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
952 * not the class. 738 * not the class.
953 */ 739 */
954 740void
955int key_change_class(object *op, char key) 741player::chargen_race_done ()
956{ 742{
957 int tmp_loop;
958
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') {
965 char buf[MAX_BUF];
966
967 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
971 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
973 752
974 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
975 754
976 if (op->msg) 755 if (ob->msg)
977 op->msg=NULL; 756 ob->msg = 0;
978 757
979 /* We create this now because some of the unique maps will need it
980 * to save here.
981 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
983 make_path_to_file(buf);
984
985#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks;
987#endif
988 start_info(op); 758 start_info (ob);
989 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
991 link_player_skills(op);
992 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
993 fix_player(op); 762 ob->update_stats ();
994 763
995 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
996 * is one for this race 765 * is one for this race
997 */ 766 */
998 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
999 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1000 mapstruct *oldmap = op->map; 769 else
1001 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s",
1003 first_map_ext_path, &op->arch->name);
1004 tmp=get_object();
1005 EXIT_PATH(tmp) = mapname;
1006 EXIT_X(tmp) = op->x;
1007 EXIT_Y(tmp) = op->y;
1008 enter_exit(op,tmp); /* we don't really care if it succeeded;
1009 * if the map isn't there, then stay on the
1010 * default initial map */
1011 free_object(tmp);
1012 } else {
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 771}
1015 return 0;
1016 }
1017 772
773void
774player::chargen_race_next ()
775{
1018 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1020 */ 778 */
1021 779
1022 tmp_loop = 0; 780 do
1023 while(!tmp_loop) { 781 {
1024 shstr name = op->name; 782 shstr name = ob->name;
1025 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
784
1026 remove_statbonus(op); 785 ob->remove_statbonus ();
1027 remove_ob (op); 786 ob->remove ();
1028 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1029 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1030 op->instantiate (); 789 ob->instantiate ();
1031 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1032 op->name = op->name_pl = name; 791 ob->name = ob->name_pl = name;
1033 op->x = x; 792 ob->x = x;
1034 op->y = y; 793 ob->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 797 ob->add_statbonus ();
1040 tmp_loop=allowed_class(op);
1041 } 798 }
799 while (!allowed_class (ob));
800
1042 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1044 fix_player(op); 803 ob->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1047 op->stats.grace=0; 806 ob->stats.grace = 0;
1048 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg);
1050 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1051 return 0;
1052} 807}
1053 808
1054int key_confirm_quit(object *op, char key) 809static void
1055{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1059 op->contr->state=ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1061 return 1;
1062 }
1063
1064 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr);
1066
1067 terminate_all_pets(op);
1068 leave_map(op);
1069 op->direction=0;
1070 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1071 "%s quits the game.", &op->name);
1072
1073 strcpy(op->contr->killer,"quit");
1074 check_score(op);
1075 op->contr->party=NULL;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0';
1078
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1;
1097}
1098
1099void flee_player(object *op) { 810flee_player (object *op)
811{
1100 int dir,diff; 812 int dir, diff;
1101 rv_vector rv; 813 rv_vector rv;
1102 814
1103 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
819 return;
820 }
821
822 if (!op->enemy)
823 {
824 LOG (llevDebug, "Fleeing player had no enemy.\n");
825 CLEAR_FLAG (op, FLAG_SCARED);
826 return;
827 }
828
829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
831 op->enemy = NULL;
832 CLEAR_FLAG (op, FLAG_SCARED);
833 return;
834 }
835
836 get_rangevector (op, op->enemy, &rv, 0);
837
838 dir = absdir (4 + rv.direction);
839 for (diff = 0; diff < 3; diff++)
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)))
1106 return; 844 return;
1107 } 845 }
1108 846
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 849 op->enemy = NULL;
1143} 850}
1144
1145 851
1146/* 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.
1147 * 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
1148 * stop. 854 * stop.
1149 */ 855 */
856int
1150int check_pick(object *op) { 857check_pick (object *op)
858{
1151 object *tmp, *next; 859 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 860 int stop = 0;
1154 int j, k, wvratio; 861 int wvratio;
1155 char putstring[128], tmpstr[16];
1156
1157 862
1158 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1160 return 1; 865 return 1;
1161 866
1162 op_tag = op->count;
1163
1164 next = op->below; 867 next = op->below;
1165 if (next) 868
1166 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1167 871
1168 /* 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
1169 * destroyed */ 873 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1171 { 875 {
1172 tmp = next; 876 tmp = next;
1173 next = tmp->below; 877 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 878
1177 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 ())
1178 return 0; 886 return 0;
1179 887
1180 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1181 continue; 889 continue;
1182 890
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 892 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1187 continue; 896 continue;
1188 }
1189
1190 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) {
1192 switch (op->contr->mode) {
1193 case 0: return 1; /* don't pick up */
1194 case 1: pick_up (op, tmp);
1195 return 1;
1196 case 2: pick_up (op, tmp);
1197 return 0;
1198 case 3: return 0; /* stop before pickup */
1199 case 4: pick_up (op, tmp);
1200 break;
1201 case 5: pick_up (op, tmp);
1202 stop = 1;
1203 break;
1204 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp);
1208 break;
1209
1210 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp);
1213 break;
1214
1215 default:
1216 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp);
1222 } 897 }
1223 } 898
1224 else { /* old model */
1225 /* NEW pickup handling */ 899 /* pickup handling */
1226 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1227 { 901 {
1228 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL) 903 const char *str = tmp->name
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
908
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 }
1249 } 910 }
1250 }
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1252 911
1253#if 0 912 if (op->contr->mode & PU_INHIBIT)
1254 /* print the flags too */ 913 return 1;
1255 for(k=0;k<4;k++) 914
1256 { 915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 916 return 1;
1258 for(j=0;j<32;j++) 917
1259 {
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1261 if(!((j+1)%4))fprintf(stderr," ");
1262 }
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif
1266 }
1267 /* philosophy: 918 /* philosophy:
1268 * 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
1269 * generic. This takes no game-time. For more detailed pickups 920 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1271 * 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
1272 * example. 923 * example.
1273 * 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
1274 * 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
1275 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1278 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1281 932
1282 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1285 936
1286 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */ 939 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1291 942
1292 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1293 /* 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
1294 * fighting */ 945 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1296 948
1297 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1299 952
1300 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1301 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;
1302 956
1303 /* all food and drink if desired */ 957 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1308 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1309 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)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1311 972
1312 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1315 979
1316 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1320 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1323 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1326 1001
1327 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1330 { 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 }
1331 1012
1332 /* pick up all magical items */ 1013 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1335 { 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 }
1336 1021
1337 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1338 { 1023 {
1339 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1341 } 1029 }
1342 1030
1343 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1346 { 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 }
1347 1049
1348 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1352 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1355 1064
1356 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1360 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1363 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1366 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1369 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1372 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1375 1107
1376 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1380 1115
1381 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 } 1118 {
1390 if(tmp->type == WEAPON && tmp->name==NULL) 1119 if (tmp->type == WEAPON)
1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1391 { 1125 }
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397 1126
1398 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1402 1134
1403 /* 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
1404 * pickups */ 1136 * pickups */
1405 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1406 { 1138 {
1407 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1409 /* >=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
1410 * and multiply them by 5, giving 0..15*5== 5..75 */ 1142 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1412 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)
1413 { 1145 {
1414 pick_up(op, tmp);
1415#if 0 1146#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1418 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1419 } 1151 }
1152 else
1420 else fprintf(stderr,"%s",tmp->arch->name); 1153 fprintf (stderr, "%s", tmp->arch->archname);
1421 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1422 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))));
1423#endif 1156#endif
1157 CHK_PICK_PICKUP;
1424 continue; 1158 continue;
1425 } 1159 }
1160 } /* the new pickup model */
1426 } 1161 }
1427 } /* the new pickup model */ 1162
1428 }
1429 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;
1430} 1199}
1431 1200
1432/* 1201/*
1433 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1204 * found object is returned.
1436 */ 1205 */
1206static object *
1437object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1438{ 1208{
1439 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);
1440 1212
1441 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1443 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1444 tmp = find_arrow (op, type); 1216 {
1445 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1446 return op; 1218 return arrow;
1219 }
1220
1447 return tmp; 1221 return 0;
1448} 1222}
1449 1223
1450/* 1224/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1229 */
1456 1230static object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1458{ 1232{
1459 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1461 1235
1462 if (!type) 1236 if (!type)
1463 return NULL; 1237 return NULL;
1464 1238
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1242 {
1468 i = 0; 1243 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1470 if (i > betterby) { 1246 if (i > betterby)
1247 {
1471 tmp = ntmp; 1248 tmp = ntmp;
1472 betterby = i; 1249 betterby = i;
1473 } 1250 }
1251 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1475 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1477 strstr(arrow->slaying, target->race)) { 1256 {
1478 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1258 {
1479 *better = 100; 1259 *better = 100;
1480 return arrow; 1260 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1261 }
1485 } else { 1262 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1263 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1264 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1266 }
1502 } 1267 }
1268 else
1269 {
1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1272 attacktype = 1 << attacknum;
1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1275 {
1276 tmp = arrow;
1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1278 }
1279 }
1280
1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1282 {
1283 tmp = arrow;
1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1285 }
1286
1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1288 {
1289 tmp = arrow;
1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1291 }
1503 } 1292 }
1293 }
1504 } 1294 }
1295
1505 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1297 return find_arrow (op, type);
1507 1298
1508 *better = betterby; 1299 *better = betterby;
1509 return tmp; 1300 return tmp;
1510} 1301}
1511 1302
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1305 * op = the shooter
1515 * type = bow->race 1306 * type = bow->race
1516 * dir = fire direction 1307 * dir = fire direction
1517 */ 1308 */
1518 1309static object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1520{ 1311{
1521 object *tmp = NULL; 1312 object *tmp = NULL;
1522 mapstruct *m; 1313 maptile *m;
1523 int i, mflags, found, number; 1314 int i, mflags, found, number;
1524 sint16 x, y; 1315 sint16 x, y;
1525 1316
1526 if (op->map == NULL) 1317 if (op->map == NULL)
1527 return find_arrow(op, type); 1318 return find_arrow (op, type);
1528 1319
1529 /* do a dex check */ 1320 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1323 return find_arrow (op, type);
1533 1324
1534 m = op->map; 1325 m = op->map;
1535 x = op->x; 1326 x = op->x;
1536 y = op->y; 1327 y = op->y;
1537 1328
1538 /* find the first target */ 1329 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1540 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1337 {
1544 tmp = NULL; 1338 tmp = 0;
1339 break;
1340 }
1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1344 * perhaps a bad assumption.
1345 */
1346 tmp = 0;
1347 break;
1348 }
1349
1350 if (mflags & P_IS_ALIVE)
1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1545 break; 1353 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1354 }
1563 if (tmp == NULL) 1355
1356 if (!tmp)
1564 return find_arrow(op, type); 1357 return find_arrow (op, type);
1565 1358
1566 if (tmp->head) 1359 if (tmp->head)
1567 tmp = tmp->head; 1360 tmp = tmp->head;
1568 1361
1569 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1570} 1363}
1571 1364
1572/* 1365/*
1573 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1370 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1373 * player fire modes.
1581 */ 1374 */
1375int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1377{
1585 object *left, *bow; 1378 object *left, *bow;
1586 tag_t left_tag, tag; 1379 int mflags;
1587 int bowspeed, mflags; 1380 maptile *m;
1588 mapstruct *m;
1589 1381
1590 if (!dir) { 1382 if (!dir)
1383 {
1591 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!");
1592 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1593 } 1391 {
1594 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow];
1596 else {
1597 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1395 */
1601 if(bow->type==BOW) 1396 if (bow->type == BOW)
1602 break; 1397 break;
1603 1398
1604 if (!bow) { 1399 if (!bow)
1400 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1402 return 0;
1607 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1608 } 1407 }
1408
1609 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1610 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);
1611 return 0; 1412 return 0;
1612 } 1413 }
1613 1414
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615
1616 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1619 if (bowspeed < 1)
1620 bowspeed = 1;
1621
1622 if (arrow == NULL) { 1415 if (arrow == NULL)
1416 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1624 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1422 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1630 return 0; 1425 return 0;
1631 } 1426 }
1632 } 1427 }
1428
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1431 return 0;
1636 } 1432
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1638 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.");
1639 return 0; 1436 return 0;
1640 } 1437 }
1641 1438
1642 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1441 {
1645 free_object(arrow); 1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1646 return 0; 1444 return 0;
1647 } 1445 }
1648 1446
1649 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count; 1448 arrow = arrow->split ();
1651 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1652 if (arrow == NULL) { 1450 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1452 return 0;
1655 } 1453 }
1656 set_owner(arrow, op); 1454
1455 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1456 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1457 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1458
1663 if (op->type == PLAYER) {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1665 fix_player(op);
1666 }
1667
1668 SET_ANIMATION(arrow, arrow->direction);
1669 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 */
1670 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1673 arrow->spellarg = strdup_local(arrow->slaying);
1674 1463
1675 /* Note that this was different for monsters - they got their level 1464#if 0
1676 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1677 */
1678 1466 {
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1481 /* update the speed */
1684 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
1685 0 : dam_bonus[op->stats.Str]) +
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0; 1483 + bow->stats.dam / 7.f;
1688 1484
1689 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1693 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1694 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
1696 (op->chosen_skill?op->chosen_skill->level:op->level) -
1697 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1702 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1703 arrow->stats.wc + wc_mod;
1704 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1705 arrow->level = op->level; 1502 arrow->level = op->level;
1706 } 1503 arrow->stats.wc -= bow->magic;
1707 if (arrow->attacktype == AT_PHYSICAL) 1504
1708 arrow->attacktype |= bow->attacktype; 1505 if (!arrow->slaying)
1709 if (bow->slaying != NULL)
1710 arrow->slaying = bow->slaying; 1506 arrow->slaying = bow->slaying;
1711 1507
1712 arrow->map = m; 1508 arrow->attacktype |= bow->attacktype;
1509 }
1510
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);
1713 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1517
1716 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1717 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1520
1720 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1522 move_arrow (arrow);
1722 1523
1723 if (op->type == PLAYER) {
1724 if (was_destroyed (left, left_tag))
1725 esrv_del_item(op->contr, left_tag);
1726 else
1727 esrv_send_item(op, left);
1728 }
1729 return 1; 1524 return 1;
1730} 1525}
1731 1526
1732/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1528 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1532 * hence the function name.
1738 */ 1533 */
1534static int
1739int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1740{ 1536{
1741 int ret=0, wcmod=0; 1537 int ret;
1742 1538
1743 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1540 {
1745 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);
1746 dir, 0, op->x, op->y); 1542 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1749 wcmod =-1;
1750 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);
1751 op->x, op->y); 1547 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1551 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 }
1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1557 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);
1559 }
1560 else
1561 {
1562 /* Simple case */
1753 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);
1754 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1755 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1756 } else if (op->contr->bowtype == bow_spreadshot) {
1757 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1759 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1760
1761 } else {
1762 /* Simple case */
1763 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1764 } 1564 }
1565
1765 return ret; 1566 return ret;
1766} 1567}
1767
1768 1568
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1771 */ 1571 */
1572static void
1772void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1773{ 1574{
1774 object *item; 1575 object *item = op->contr->ranged_ob;
1775 1576
1776 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1777 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.");
1778 return; 1580 return;
1779 } 1581 }
1780 1582
1781 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1583 if (!item->inv)
1584 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1586 return;
1785 } 1587 }
1588
1589 if (!op->change_weapon (item))
1590 return;
1591
1786 if (item->type == WAND) { 1592 if (item->type == WAND)
1593 {
1787 if(item->stats.food<=0) { 1594 if (item->stats.food <= 0)
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1789 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1790 return; 1599 return;
1791 } 1600 }
1601 }
1792 } else if (item->type == ROD || item->type==HORN) { 1602 else if (item->type == ROD || item->type == HORN)
1793 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1603 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 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
1795 if (item->type== ROD) 1612 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1614 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0)); 1616
1801 return; 1617 return;
1802 } 1618 }
1803 } 1619 }
1804 1620
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1806 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1807 if (item->type == WAND) { 1625 if (item->type == WAND)
1626 {
1808 if (!(--item->stats.food)) { 1627 if (!(--item->stats.food))
1628 {
1809 object *tmp; 1629 object *tmp;
1630
1810 if (item->arch) { 1631 if (item->arch)
1632 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1634 item->face = item->arch->face;
1813 item->speed = 0; 1635 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1636 }
1816 if ((tmp=is_player_inv(item))) 1637
1638 if (object *pl = item->visible_to ())
1817 esrv_update_item(UPD_ANIM, tmp, item); 1639 esrv_update_item (UPD_ANIM, pl, item);
1818 } 1640 }
1819 } 1641 }
1820 else if (item->type == ROD || item->type==HORN) { 1642 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1643 drain_rod_charge (item);
1822 }
1823 } 1644 }
1824} 1645}
1825 1646
1826/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1827 */ 1648 */
1649bool
1828void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1829 int spellcost=0; 1652 int spellcost = 0;
1830 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
1831 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1833 1678
1834 switch(op->contr->shoottype) { 1679 switch (ob->type)
1835 case range_none: 1680 {
1836 return; 1681 case BOW:
1837
1838 case range_bow:
1839 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1840 return; 1683 break;
1841 1684
1842 case range_magic: /* Casting spells */ 1685 case SPELL:
1843 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);
1844 return; 1687 break;
1845 1688
1846 case range_misc: 1689 case BUILDER:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1868 return;
1869 case range_builder:
1870 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)
1871 return; 1741 return 0;
1872 default: 1742 }
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
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)
1748 {
1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1874 return; 1751 return 0;
1875 }
1876}
1877 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 }
1878 1775
1776 return tmp;
1777}
1879 1778
1880/* find_key 1779/* find_key
1881 * 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
1882 * and successfully use it, we return the key, otherwise NULL 1781 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1885 * pl is the player, 1784 * pl is the player,
1886 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1889 */ 1788 */
1890 1789object *
1891object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1892{ 1791{
1893 object *tmp,*key; 1792 if (door->slaying && is_match_expr (door->slaying))
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1900 if (door->type==DOOR && tmp->type==KEY) break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1905 tmp->slaying==door->slaying) break;
1906 } 1793 {
1907 /* No key found - lets search inventories now */ 1794 // for match expressions, we try to find the key by applying the match
1908 /* 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
1909 * otherwise, if we search all the inventories and still don't find 1796 // of searching through containers ourselves.
1910 * a key, return 1797
1911 */ 1798 return match_one (door->slaying, container, door, pl, pl);
1912 if (!tmp) {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1914 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1917 }
1918 }
1919 if (!tmp) return NULL;
1920 } 1799 }
1921 /* We get down here if we have found a key. Now if its in a container, 1800 else
1922 * see if we actually want to use it 1801 return find_key_ (pl, container, door);
1923 */
1924 if (pl!=container) {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys")))
1944 ) {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door",
1947 query_name(tmp), query_name(container));
1948 return NULL;
1949 }
1950 }
1951 return tmp;
1952} 1802}
1953 1803
1954/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1957 * 0 otherwise 1807 * 0 otherwise
1958 */ 1808 */
1809static int
1959static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1960{ 1811{
1961
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1965 */ 1815 */
1966 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1967 1817
1968 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1969 if (key) { 1819 if (key)
1820 {
1970 object *container=key->env; 1821 object *container = key->env;
1971 1822
1972 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if(action_makes_visible(op)) make_visible(op); 1823 if (action_makes_visible (op))
1824 make_visible (op);
1825
1974 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
1975 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1976 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 */
1977 }
1978 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1980 "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);
1981 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1982 } 1835 }
1836
1983 /* Do this after we print the message */ 1837 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 1839
1986 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
1989 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
1990 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
1991 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...");
1992 return 1; 1846 return 1;
1993 } 1847 }
1848
1994 return 0; 1849 return 0;
1995} 1850}
1996 1851
1997/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2002 */ 1857 */
2003 1858bool
2004void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2005{ 1860{
2006 object *tmp, *mon; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2007 sint16 nx, ny; 1862 {
2008 int on_battleground; 1863 --op->speed_left;
2009 mapstruct *m; 1864 return true;
1865 }
2010 1866
2011 nx=freearr_x[dir]+op->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2013 1869
2014 on_battleground = op_on_battleground(op, NULL, NULL); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2015 1872
2016 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 1880 * move_ob uses.
2024 */ 1881 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1882 maptile *m = op->map->xy_find (nx, ny);
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2027 m = get_map_from_coord(op->map, &nx, &ny);
2028 if (!m) return; /* Don't think this should happen */
2029 }
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2034 return;
2035 }
2036 1883
2037 mon = NULL;
2038 /* Go through all the objects, and find ones of interest. Only stop if 1884 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack. 1885 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters 1886 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space 1887 * on the space
1888 */
1889 object *mon;
1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1891 {
1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
1897 }
1898
1899 if (!mon) /* This happens anytime the player tries to move */
1900 return false; /* into a wall */
1901
1902 mon = mon->head_ ();
1903
1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
1906 if (player_attack_door (op, mon))
2042 */ 1907 {
2043 while (tmp!=NULL) { 1908 --op->contr->weapon_sp_left;
2044 if (tmp == op) { 1909 return true;
2045 tmp=tmp->above; 1910 }
2046 continue; 1911
1912 /* The following deals with possibly attacking peaceful
1913 * or friendly creatures. Basically, all players are considered
1914 * unaggressive. If the moving player has peaceful set, then the
1915 * object should be pushed instead of attacked. It is assumed that
1916 * if you are braced, you will not attack friends accidently,
1917 * and thus will not push them.
1918 */
1919
1920 /* If the creature is a pet, push it even if the player is not
1921 * peaceful. Our assumption is the creature is a pet if the
1922 * player owns it and it is either friendly or unagressive.
1923 */
1924 if (op->type == PLAYER
1925 && ((mon->owner && mon->owner->contr
1926 && same_party (mon->owner->contr->party, op->contr->party))
1927 || mon->owner == op)
1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1929 {
1930 /* If we're braced, we don't want to switch places with it */
1931 if (op->contr->braced)
1932 return false;
1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
1945 }
1946 else
1947 return false;
1948 }
1949
1950 bool on_battleground = op_on_battleground (op, 0, 0);
1951
1952 /* in certain circumstances, you shouldn't attack friendly
1953 * creatures. Note that if you are braced, you can't push
1954 * someone, but put it inside this loop so that you won't
1955 * attack them either.
1956 */
1957 if ((mon->type == PLAYER || mon->enemy != op)
1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1959 && ((op->contr->peaceful
1960 || (mon->type == PLAYER && mon->contr->peaceful))
1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
1964 {
1965 --op->speed_left;
1966
1967 if (!op->contr->braced)
1968 {
1969 op->play_sound (sound_find ("push_player"));
1970 push_ob (mon, dir, op);
2047 } 1971 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1972 else
2049 mon = tmp; 1973 op->statusmsg ("You withhold your attack");
2050 break;
2051 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 1974
2060 if(mon->head != NULL) 1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2061 mon = mon->head; 1976 make_visible (op);
2062 1977
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1978 return true;
2064 if (player_attack_door(op, mon)) return;
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 { 1979 }
2091 /* If we're braced, we don't want to switch places with it */ 1980 }
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) {
2114 if (!op->contr->braced) {
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 (void) push_ob(mon,dir,op);
2117 } else {
2118 new_draw_info(0, 0,op,"You withhold your attack");
2119 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122
2123 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced. 1982 * roll it if not braced. You can't roll it if you are braced.
2125 */ 1983 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1984 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1985 {
1986 if (op->speed_left > 0.f)
1987 {
1988 --op->speed_left;
1989
2127 recursive_roll(mon,dir,op); 1990 recursive_roll (mon, dir, op);
2128 if(action_makes_visible(op)) make_visible(op); 1991 if (action_makes_visible (op))
2129 } 1992 make_visible (op);
2130 1993
1994 return true;
1995 }
1996 }
2131 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points 1998 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note 2000 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen. 2001 * that party_number -1 is no party, so attacks can still happen.
2136 */ 2002 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL || 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2140 op->contr->party!=mon->contr->party))) { 2005 {
2141 2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 } 2007 {
2169 } /* if player should attack something */ 2008 --op->contr->weapon_sp_left;
2170}
2171 2009
2010 skill_attack (mon, op, 0, 0, 0);
2011
2012 if (action_makes_visible (op))
2013 make_visible (op);
2014
2015 return true;
2016 }
2017 }
2018
2019 return false;
2020}
2021
2022bool
2172int move_player(object *op,int dir) { 2023move_player (object *op, int dir)
2173 int pick; 2024{
2174
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 return 0; 2026 return 0;
2027
2028 /* Sanity check: make sure dir is valid */
2029 if (dir < 0 || dir >= 9)
2030 {
2031 LOG (llevError, "move_player: invalid direction %d\n", dir);
2032 return 0;
2033 }
2034
2035 /* peterm: added following line */
2036 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2037 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2038
2039 op->facing = dir;
2040
2041 if (op->flag [FLAG_HIDDEN])
2042 do_hidden_move (op);
2043
2044 bool retval;
2045 int pick = 0;
2046
2047 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2048 retval = RESULT_INT (0);
2049 else if (op->contr->fire_on)
2050 retval = fire (op, dir);
2051 else
2052 {
2053 retval = move_player_attack (op, dir);
2054 pick = check_pick (op);
2055 }
2056
2057 /* Add special check for newcs players and fire on - this way, the
2058 * server can handle repeat firing.
2059 */
2060 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2061 op->direction = dir;
2062 else
2063 op->direction = 0;
2064
2065 /* Update how the player looks. Use the facing, so direction may
2066 * get reset to zero. This allows for full animation capabilities
2067 * for players.
2068 */
2069 animate_object (op, op->facing);
2070
2071 return retval;
2216} 2072}
2217 2073
2218/* This is similar to handle_player, below, but is only used by the 2074/* This is similar to handle_player, below, but is only used by the
2219 * new client/server stuff. 2075 * new client/server stuff.
2220 * This is sort of special, in that the new client/server actually uses 2076 * This is sort of special, in that the new client/server actually uses
2221 * the new speed values for commands. 2077 * the new speed values for commands.
2222 * 2078 *
2223 * Returns true if there are more actions we can do. 2079 * Returns true if there are more actions we can do. Should not do
2080 * many actions in a row, as that would be too unfair to other
2081 * players.
2224 */ 2082 */
2083bool
2225int handle_newcs_player(object *op) 2084handle_newcs_player (object *op)
2226{ 2085{
2227 if (op->contr->hidden) {
2228 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly.
2232 */
2233 if (pticks & 2) op->invisible--;
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--;
2237 if(!op->invisible) {
2238 make_visible(op);
2239 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2240 }
2241 }
2242
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2087 {
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2244 flee_player(op); 2091 flee_player (op);
2245 /* If player is still scared, that is his action for this tick */ 2092
2246 if (QUERY_FLAG(op, FLAG_SCARED)) {
2247 op->speed_left--;
2248 return 0; 2093 return true;
2249 } 2094 }
2095 else
2096 return false;
2250 } 2097 }
2251 2098
2252 /* I've been seeing crashes where the golem has been destroyed, but
2253 * the player object still points to the defunct golem. The code that
2254 * destroys the golem looks correct, and it doesn't always happen, so
2255 * put this in a a workaround to clean up the golem pointer.
2256 */
2257 if (op->contr->ranges[range_golem] &&
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL;
2261 op->contr->golem_count = 0;
2262 }
2263
2264 /* call this here - we also will call this in do_ericserver, but 2099 /* call this here - we also will call this in do_ericserver, but
2265 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2101 * called, so we recheck it here.
2267 */ 2102 */
2268 HandleClient(&op->contr->socket, op->contr); 2103 if (op->contr->ns->handle_command ())
2269 if (op->speed_left<0) return 0; 2104 return true;
2270 2105
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction); 2107 return move_player (op, op->direction);
2280 if (op->speed_left>0) return 1; 2108
2281 else return 0; 2109 return false;
2282 } 2110}
2111
2112static int
2113save_life (object *op)
2114{
2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0; 2116 return 0;
2284}
2285 2117
2286int save_life(object *op) { 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2287 object *tmp; 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2120 {
2121 op->play_sound (sound_find ("ob_evaporate"));
2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2288 2123
2124 tmp->destroy ();
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2126
2127 if (op->stats.hp < 0)
2128 op->stats.hp = op->stats.maxhp;
2129
2130 if (op->stats.food < 0)
2131 op->stats.food = 999;
2132
2133 op->update_stats ();
2290 return 0; 2134 return 1;
2291
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format(NDI_UNIQUE, 0,op,
2296 "Your %s vibrates violently, then evaporates.",
2297 query_name(tmp));
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 } 2135 }
2136
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312 enter_player_savebed(op); /* bring him home. */ 2139 enter_player_savebed (op); /* bring him home. */
2313 return 0; 2140 return 0;
2314} 2141}
2315 2142
2316/* This goes throws the inventory and removes unpaid objects, and puts them 2143/* This goes throws the inventory and removes unpaid objects, and puts them
2317 * back in the map (location and map determined by values of env). This 2144 * back in the map (location and map determined by values of env). This
2318 * function will descend into containers. op is the object to start the search 2145 * function will descend into containers. op is the object to start the search
2319 * from. 2146 * from.
2320 */ 2147 */
2148static void
2321void remove_unpaid_objects(object *op, object *env) 2149drop_unpaid_items (object *op, object *env)
2322{ 2150{
2323 object *next;
2324
2325 while (op) { 2151 while (op)
2152 {
2326 next=op->below; /* Make sure we have a good value, in case 2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2154
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2156 op->insert_at (env);
2331 op->x = env->x; 2157 else if (op->inv)
2332 op->y = env->y; 2158 drop_unpaid_items (op->inv, env);
2333 if (env->type == PLAYER) 2159
2334 esrv_del_item(env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0);
2336 }
2337 else if (op->inv) remove_unpaid_objects(op->inv, env);
2338 op=next; 2160 op = next;
2339 } 2161 }
2340} 2162}
2341 2163
2342 2164void
2343/* 2165object::drop_unpaid_items ()
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350char *gravestone_text (object *op)
2351{ 2166{
2352 static char buf2[MAX_BUF]; 2167 if (!flag [FLAG_REMOVED])
2353 char buf[MAX_BUF]; 2168 ::drop_unpaid_items (inv, this);
2354 time_t now = time (NULL);
2355
2356 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else
2360 sprintf (buf, "%s\n", &op->name);
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER) {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 return buf2;
2378} 2169}
2379 2170
2380 2171void
2381
2382void do_some_living(object *op) { 2172do_some_living (object *op)
2173{
2383 int last_food=op->stats.food; 2174 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2175 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2176 int over_hp, over_sp, over_grace;
2386 int i; 2177 int i;
2387 int rate_hp = 1200; 2178 int rate_hp = 1200;
2388 int rate_sp = 2500; 2179 int rate_sp = 2500;
2389 int rate_grace = 2000; 2180 int rate_grace = 2000;
2390 const int max_hp = 1; 2181 const int max_hp = 1;
2391 const int max_sp = 1; 2182 const int max_sp = 1;
2392 const int max_grace = 1; 2183 const int max_grace = 1;
2393 2184
2394 if (op->contr->outputs_sync) { 2185 if (op->contr->hidden)
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2186 {
2396 if (op->contr->outputs[i].buf!=NULL && 2187 op->invisible = 1000;
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2188 /* the socket code flashes the player visible/invisible
2398 flush_output_element(op, &op->contr->outputs[i]); 2189 * depending on the value of invisible, so we need to
2190 * alternate it here for it to work correctly.
2191 */
2192 if (pticks & 2)
2193 op->invisible--;
2399 } 2194 }
2195 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2196 {
2197 if (!op->invisible--)
2198 {
2199 make_visible (op);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2201 }
2202 }
2400 2203
2401 if(op->contr->state==ST_PLAYING) { 2204 if (op->contr->ns->state == ST_PLAYING)
2402 2205 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2208 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2209 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2210 else
2211 {
2408 gen_hp = op->stats.maxhp; 2212 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2213 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2214 }
2215
2411 if(op->contr->gen_sp >= 0 ) 2216 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2217 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2218 else
2219 {
2414 gen_sp = op->stats.maxsp; 2220 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2221 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2222 }
2223
2417 if(op->contr->gen_grace >= 0) 2224 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2226 else
2227 {
2420 gen_grace = op->stats.maxgrace; 2228 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 }
2423
2424 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2426 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 } 2230 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--;
2446 if(op->stats.sp>op->stats.maxsp)
2447 op->stats.sp=op->stats.maxsp;
2448 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457 2231
2458 /* Regenerate Grace */ 2232 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2460 if(--op->last_grace<0) { 2234 if (--op->last_grace < 0)
2235 {
2461 if(op->stats.grace<op->stats.maxgrace/2) 2236 if (op->stats.grace < op->stats.maxgrace / 2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */ 2237 op->stats.grace++; /* no penalty in food for regaining grace */
2238
2463 if(max_grace>1) { 2239 if (max_grace > 1)
2240 {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2465 if (over_grace > 0) { 2242 if (over_grace > 0)
2243 {
2466 op->stats.sp += over_grace 2244 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2245 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2468 op->last_grace=0; 2246 op->last_grace = 0;
2247 }
2469 } else { 2248 else
2249 {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2251 }
2471 } 2252 }
2472 } else { 2253 else
2254 {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2474 } 2256 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2257 /* wearing stuff doesn't detract from grace generation. */
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) {
2480 if(op->stats.hp<op->stats.maxhp) {
2481 op->stats.hp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2484 op->stats.food--;
2485 if(op->contr->digestion<0)
2486 op->stats.food+=op->contr->digestion;
2487 else if(op->contr->digestion>0 &&
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food=last_food;
2490 } 2258 }
2491 } 2259
2492 if(max_hp>1) { 2260 if (op->stats.food > 0)
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 } 2261 {
2501 } else { 2262 /* Regenerate Spell Points */
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2263 if (!op->contr->golem && --op->last_sp < 0)
2503 } 2264 {
2504 } 2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2505 2266
2506 /* Digestion */ 2267 if (op->stats.sp < op->stats.maxsp)
2507 if(--op->last_eat<0) { 2268 {
2508#ifdef COZY_SERVER 2269 op->stats.sp++;
2509 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2510 int bonus=dg>0?dg:0,
2511 penalty=dg<0?-dg:0;
2512#else
2513 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif
2516 2270
2517 if(op->contr->gen_hp > 0)
2518 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2519 else
2520 op->last_eat=25*(1+bonus)/(penalty +1);
2521 /* dms do not consume food */ 2271 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2523 }
2524 }
2525
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2527 object *tmp, *flesh=NULL;
2528
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2272 if (!QUERY_FLAG (op, FLAG_WIZ))
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2532 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2533 manual_apply(op,tmp,0);
2534 if(op->stats.food>=0||op->stats.hp<0)
2535 break; 2273 {
2274 op->stats.food--;
2275
2276 if (op->contr->digestion < 0)
2277 op->stats.food += op->contr->digestion;
2278 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2279 op->stats.food = last_food;
2280 }
2536 } 2281 }
2282
2283 if (max_sp > 1)
2284 {
2285 over_sp = (gen_sp + 10) / rate_sp;
2286 if (over_sp > 0)
2287 {
2288 if (op->stats.sp < op->stats.maxsp)
2289 {
2290 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2291
2292 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2293 op->stats.sp--;
2294
2295 if (op->stats.sp > op->stats.maxsp)
2296 op->stats.sp = op->stats.maxsp;
2297 }
2298
2299 op->last_sp = 0;
2300 }
2301 else
2302 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2303 }
2304 else
2305 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2306 }
2307
2308 /* Regenerate Hit Points */
2309 if (--op->last_heal < 0)
2310 {
2311 if (op->stats.hp < op->stats.maxhp)
2312 {
2313 op->stats.hp++;
2314
2315 /* dms do not consume food */
2316 if (!QUERY_FLAG (op, FLAG_WIZ))
2317 {
2318 op->stats.food--;
2319
2320 if (op->contr->digestion < 0)
2321 op->stats.food += op->contr->digestion;
2322 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2323 op->stats.food = last_food;
2324 }
2325 }
2326
2327 if (max_hp > 1)
2328 {
2329 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2330
2331 if (over_hp > 0)
2332 {
2333 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2334 op->last_heal = 0;
2335 }
2336 else
2337 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2338 }
2339 else
2340 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2341 }
2342 }
2343
2344 /* Digestion */
2345 if (--op->last_eat < 0)
2346 {
2347 int bonus = max (0, op->contr->digestion),
2348 penalty = max (0, -op->contr->digestion);
2349
2350 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2351
2352 /* dms do not consume food */
2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2354 op->stats.food--;
2355 }
2356
2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2358 {
2359 object *flesh = 0;
2360
2361 for_inv_removable (op, tmp)
2362 {
2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2367 {
2368 op->statusmsg ("You blindly grab for a bite of food. "
2369 "H<To prevent you from starving, you ate some random item from your backpack.>");
2370 manual_apply (op, tmp, 0);
2371
2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2373 break;
2374 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2375 else if (tmp->type == FLESH)
2538 } /* End if paid for object */ 2376 flesh = tmp;
2539 } /* end of for loop */ 2377 }
2378
2540 /* If player is still starving, it means they don't have any food, so 2379 /* If player is still starving, it means they don't have any food, so
2541 * eat flesh instead. 2380 * eat flesh instead.
2542 */ 2381 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2544 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2383 {
2384 op->statusmsg ("You blindly grab for a bite of food. "
2385 "H<To prevent you from starving, you ate some random item from your backpack.>");
2545 manual_apply(op,flesh,0); 2386 manual_apply (op, flesh, 0);
2387 }
2388
2389 // If player is still starving, alert him!
2390 if (op->stats.food < 0)
2391 op->failmsg ("You are starving! "
2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2393 }
2394
2395 if (op->stats.food < 0)
2546 } 2396 {
2547 } /* end if player is starving */ 2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2548 2399
2549 while(op->stats.food<0&&op->stats.hp>0) 2400 if (op->stats.hp < 0)
2550 op->stats.food++,op->stats.hp--; 2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2551 2406
2552 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2407 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2553 kill_player(op); 2409 kill_player (op);
2410 }
2554} 2411}
2555
2556
2557 2412
2558/* If the player should die (lack of hp, food, etc), we call this. 2413/* If the player should die (lack of hp, food, etc), we call this.
2559 * op is the player in jeopardy. If the player can not be saved (not 2414 * op is the player in jeopardy. If the player can not be saved (not
2560 * permadeath, no lifesave), this will take care of removing the player 2415 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2416 * file.
2562 */ 2417 */
2418void
2563void kill_player(object *op) 2419kill_player (object *op)
2564{ 2420{
2565 char buf[MAX_BUF];
2566 int x,y,i; 2421 int x, y;
2567 mapstruct *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2568 int z;
2569 int num_stats_lose;
2570 int lost_a_stat;
2571 int lose_this_stat;
2572 int this_stat;
2573 int will_kill_again; 2423 int will_kill_again;
2574 archetype *at; 2424 archetype *at;
2575 object *tmp; 2425 object *tmp;
2576 2426
2577 if(save_life(op)) 2427 if (save_life (op))
2578 return; 2428 return;
2579 2429
2430 dynbuf_text deathtab;
2580 2431
2432 /* restore player */
2433 at = archetype::find (shstr_poisoning);
2434 if (object *tmp = present_arch_in_ob (at, op))
2435 {
2436 tmp->destroy ();
2437 deathtab << "Your body feels cleansed...\r";
2438 }
2439
2440 at = archetype::find (shstr_confusion);
2441 if (object *tmp = present_arch_in_ob (at, op))
2442 {
2443 tmp->destroy ();
2444 deathtab << "Your mind feels clearer...\r";
2445 }
2446
2447 cure_disease (op, 0, 0); /* remove any disease */
2448
2449 max_it (op->stats.hp , op->stats.maxhp);
2450 max_it (op->stats.sp , op->stats.maxsp);
2451 max_it (op->stats.grace, op->stats.maxgrace);
2452
2453 if (op->stats.food <= 0)
2454 op->stats.food = 999;
2455
2456 // remove all spell effects that are active
2457 // to avoid long-term effects such as word-of-recall
2458 for (object *item = op->inv; item; )
2459 {
2460 object *next = item->below;
2461
2462 if (item->type == SPELL_EFFECT && item->active)
2463 item->destroy ();
2464
2465 item = next;
2466 }
2467
2581 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2468 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2582 * in cities ONLY!!! It is very important that this doesn't get abused. 2469 * in cities ONLY!!! It is very important that this doesn't get abused.
2583 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2471 */
2585 if (op_on_battleground(op, &x, &y)) { 2472 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2473 {
2587 "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2588 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2589 "Local medics have saved your life...");
2590
2591 /* restore player */
2592 at = find_archetype("poisoning");
2593 tmp=present_arch_in_ob(at,op);
2594 if (tmp) {
2595 remove_ob(tmp);
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2598 }
2599 2475
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease(op,0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999;
2611
2612 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2614 if (tmp != NULL) 2478
2615 { 2479 tmp->name = format ("%s's finger" , &op->name);
2616 sprintf(buf,"%s's finger", &op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2617 tmp->name = buf; 2481 tmp->msg = format (
2618 sprintf(buf," This finger has been cut off %s\n" 2482 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2619 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
2620 &op->name, op->contr->title, (int)(op->level), 2484 (int)op->level,
2621 op->contr->killer); 2485 op->contr->killer_name ()
2622 tmp->msg=buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0;
2624 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y;
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2486 );
2487 tmp->value = 0, tmp->type = 0;
2488 tmp->material = name_to_material (shstr_organic);
2489 tmp->insert_at (op, tmp);
2490
2629 /* teleport defeated player to new destination*/ 2491 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2493 op->contr->braced = 0;
2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2632 return; 2496 return;
2633 } 2497 }
2634 2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2635 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2636 2503
2637 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2638 2505
2639 if(op->stats.food<0) { 2506 op->contr->play_sound (sound_find ("player_dies"));
2640 if (op->contr->explore) {
2641 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2643 op->stats.food=999;
2644 return;
2645 }
2646 sprintf(buf,"%s starved to death.",&op->name);
2647 strcpy(op->contr->killer,"starvation");
2648 }
2649 else {
2650 if (op->contr->explore) {
2651 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp;
2654 return;
2655 }
2656 sprintf(buf,"%s died.", &op->name);
2657 }
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2659 2507
2660 /* save the map location for corpse, gravestone*/ 2508 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2662 2512
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2513 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * life if they are dead - it takes some exp and a random stat. 2514 * life if they are dead - it takes some exp and a random stat.
2667 * See the config.h file for a little more in depth detail about this. 2515 * See the config.h file for a little more in depth detail about this.
2668 */ 2516 */
2669 2517
2670 /* Basically two ways to go - remove a stat permanently, or just 2518 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2519 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2520 * of death.
2673 */ 2521 */
2674#ifndef COZY_SERVER 2522#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2523 if (settings.balanced_stat_loss)
2524 {
2676 /* If stat loss is permanent, lose one stat only. */ 2525 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer 2526 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */ 2527 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2528 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2529 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2530 little bit harder. */
2682 /* GD */ 2531 /* GD */
2683 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2533 num_stats_lose = 1;
2689 } 2534 else
2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2536 }
2537 else
2538 num_stats_lose = 1;
2539
2690 lost_a_stat = 0; 2540 lost_a_stat = 0;
2691 2541
2692 for (z=0; z<num_stats_lose; z++) { 2542 for (z = 0; z < num_stats_lose; z++)
2693 i = RANDOM() % NUM_STATS; 2543 {
2544 i = rndm (NUM_STATS);
2694 2545
2695 if (settings.stat_loss_on_death) { 2546 if (settings.stat_loss_on_death)
2547 {
2696 /* Pick a random stat and take a point off it. Tell the player 2548 /* Pick a random stat and take a point off it. Tell the player
2697 * what he lost. 2549 * what he lost.
2698 */ 2550 */
2699 change_attr_value(&(op->stats), i,-1); 2551 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2552 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2554 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2556 lost_a_stat = 1;
2705 } else { 2557 }
2558 else
2559 {
2706 /* deplete a stat */ 2560 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2708 object *dep; 2562 object *dep;
2563
2564 dep = present_arch_in_ob (deparch, op);
2565 if (!dep)
2709 2566 {
2710 dep = present_arch_in_ob(deparch,op); 2567 dep = deparch->instance ();
2711 if(!dep) {
2712 dep = arch_to_object(deparch);
2713 insert_ob_in_ob(dep, op); 2568 insert_ob_in_ob (dep, op);
2714 } 2569 }
2715 lose_this_stat = 1; 2570 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2571 if (settings.balanced_stat_loss)
2572 {
2717 /* GD */ 2573 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2574 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2575 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2576 if (this_stat < 0)
2577 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2579 int keep_chance = this_stat * this_stat;
2580
2723 /* Yes, I am paranoid. Sue me. */ 2581 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2582 if (keep_chance < 1)
2725 keep_chance = 1; 2583 keep_chance = 1;
2726 2584
2727 /* There is a maximum depletion total per level. */ 2585 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2587 {
2729 lose_this_stat = 0; 2588 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2589 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2590 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2591 }
2741 } 2592 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2593 {
2751 if (this_stat>=-50) { 2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 2595 lose_this_stat = 0;
2596 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2597 this_stat, keep_chance, loss_chance,
2598 lose_this_stat?"LOSE":"KEEP"); */
2757 } 2599 }
2758 } 2600 }
2759 } 2601 }
2760 } 2602
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2603 if (lose_this_stat)
2763 { 2604 {
2764 /* determine_god() seems to not work sometimes... why is this? 2605 this_stat = get_attr_value (&dep->stats, i);
2765 Should I be using something else? GD */ 2606 /* We could try to do something clever like find another
2766 const char *god = determine_god(op); 2607 * stat to reduce if this fails. But chances are, if
2767 if (god && (strcmp(god, "none"))) 2608 * stats have been depleted to -50, all are pretty low
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2609 * and should be roughly the same, so it shouldn't make a
2769 "moment you feel the holy presence of %s protecting" 2610 * difference.
2770 " you.", god); 2611 */
2612 if (this_stat >= -50)
2771 else 2613 {
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2614 change_attr_value (&(dep->stats), i, -1);
2773 " feel a holy presence protecting you."); 2615 SET_FLAG (dep, FLAG_APPLIED);
2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2617 op->update_stats ();
2618 lost_a_stat = 1;
2619 }
2774 } 2620 }
2621 }
2622 }
2623
2624 /* If no stat lost, tell the player. */
2625 if (!lost_a_stat)
2626 {
2627 /* determine_god() seems to not work sometimes... why is this?
2628 Should I be using something else? GD */
2629 shstr_tmp god = determine_god (op);
2630
2631 if (god != shstr_none)
2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2633 else
2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2635 }
2636#else
2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2775#endif 2638#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2639
2779 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2641 * exp loss on the stone.
2781 */ 2642 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2644 tmp->name = format ("%s's gravestone", &op->name);
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2786 "who was killed\n" 2647 &op->name, op->contr->title, op->contr->killer_name ());
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2650
2794 /**************************************/ 2651 /**************************************/
2795 /* */ 2652 /* */
2796 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */
2799 /* */ 2654 /* */
2800 /**************************************/ 2655 /**************************************/
2801 2656
2802 /* remove any poisoning and confusion the character may be suffering.*/
2803 /* restore player */
2804 at = find_archetype("poisoning");
2805 tmp=present_arch_in_ob(at,op);
2806 if (tmp) {
2807 remove_ob(tmp);
2808 free_object(tmp);
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2810 }
2811
2812 at = find_archetype("confusion");
2813 tmp=present_arch_in_ob(at,op);
2814 if (tmp) {
2815 remove_ob(tmp);
2816 free_object(tmp);
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2818 }
2819 cure_disease(op,0); /* remove any disease */
2820
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2658 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2827 2659
2828 /* 2660 /*
2829 * Check to see if the player is in a shop. IF so, then check to see if 2661 * Check to see if the player has any unpaid items. If so, remove them
2830 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
2831 * in the map. 2663 */
2832 */ 2664 op->drop_unpaid_items ();
2833 2665
2834 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op);
2836
2837 /****************************************/ 2666 /****************************************/
2838 /* */ 2667 /* */
2839 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2841 /* */ 2670 /* */
2842 /****************************************/ 2671 /****************************************/
2843 2672
2844 enter_player_savebed(op); 2673 enter_player_savebed (op);
2845 2674
2846 /* Save the player before inserting the force to reduce
2847 * chance of abuse.
2848 */
2849 op->contr->braced=0; 2675 op->contr->braced = 0;
2850 save_player(op,1);
2851 2676
2852 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 2680 * on the space that might harm the player.
2856 */ 2681 */
2857 will_kill_again=0; 2682 will_kill_again = 0;
2858 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2683 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type ==SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
2861 } 2686
2862 if (will_kill_again) { 2687 if (will_kill_again)
2688 {
2863 object *force; 2689 object *force;
2864 int at; 2690 int at;
2865 2691
2866 force=get_archetype(FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 2694 force->speed = 0.1f;
2869 force->speed_left=-5.0; 2695 force->speed_left = -5.f;
2870 SET_FLAG(force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 2697 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 2699 force->resist[at] = 100;
2700
2701 insert_ob_in_ob (force, op);
2702 op->update_stats ();
2703 }
2704
2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2706}
2707
2708static void
2709loot_object (object *op)
2710{ /* Grab and destroy some treasure */
2711 object *tmp, *tmp2, *next;
2712
2713 op->close_container (); /* close open sack first */
2714
2715 for (tmp = op->inv; tmp; tmp = next)
2716 {
2717 next = tmp->below;
2718
2719 if (tmp->invisible)
2720 continue;
2721
2722 tmp->remove ();
2723 tmp->x = op->x, tmp->y = op->y;
2724
2725 if (tmp->type == CONTAINER)
2726 loot_object (tmp); /* empty container to ground */
2727
2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2729 {
2730 if (tmp->nrof > 1)
2731 {
2732 tmp->decrease (rndm (1, tmp->nrof - 1));
2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 2734 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 2735 else
2933 delete_character(op->name,1); 2736 tmp->destroy ();
2934 } 2737 }
2935 } 2738 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 2740 }
2977} 2741}
2978 2742
2979/* 2743/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
2981 * what needs to be fixed. Refresh windows and fix speed if anything 2745 * what needs to be fixed. Refresh windows and fix speed if anything
2982 * was changed. 2746 * was changed.
2983 */ 2747 */
2748void
2749fix_weight ()
2750{
2751 for_all_players (pl)
2752 {
2753 sint32 old = pl->ob->carrying;
2984 2754
2985void fix_weight(void) { 2755 pl->ob->update_weight ();
2986 player *pl; 2756
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 2757 if (old != pl->ob->carrying)
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2758 {
2989 if(old == sum) 2759 pl->ob->update_stats ();
2990 continue; 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2991 fix_player(pl->ob); 2761 }
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2993 &pl->ob->name, old, sum);
2994 } 2762 }
2995} 2763}
2996 2764
2997void fix_luck(void) { 2765void
2998 player *pl; 2766fix_luck ()
2999 for (pl = first_player; pl != NULL; pl = pl->next) 2767{
2768 for_all_players (pl)
3000 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 2770 pl->ob->change_luck (0);
3002} 2771}
3003
3004 2772
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3008 */ 2776 */
3009
3010void 2777void
3011cast_dust (object * op, object * throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3012{ 2779{
3013 object *skop, *spob; 2780 object *skop, *spob;
3014 2781
3015 skop = find_skill_by_name (op, throw_ob->skill); 2782 skop = find_skill_by_name (op, throw_ob->skill);
3016 2783
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 2784 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2785 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 2786 {
3020 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2787 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3021 &op->name);
3022 return; 2788 return;
3023 } 2789 }
3024 2790
3025 spob = throw_ob->inv; 2791 spob = throw_ob->inv;
3026 2792
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2793 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 2794 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 2795 // errors should be reported as early as possible IMHO)
3030 if (!spob) 2796 if (!spob)
3031 { 2797 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2798 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 2799 return;
3035 } 2800 }
3036 2801
3037 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3038 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2803 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3039 2804
3040 cast_spell (op, throw_ob, dir, spob, NULL); 2805 cast_spell (op, throw_ob, dir, spob, NULL);
3041 2806
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2807 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 2808}
3046 2809
2810void
3047void make_visible (object *op) { 2811make_visible (object *op)
3048 op->hide = 0; 2812{
2813 op->flag [FLAG_HIDDEN] = 0;
3049 op->invisible = 0; 2814 op->invisible = 0;
2815
3050 if(op->type==PLAYER) { 2816 if (op->type == PLAYER)
2817 {
3051 op->contr->tmp_invis = 0; 2818 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 2819 op->contr->invis_race = 0;
3053 } 2820 }
2821
3054 update_object(op,UP_OBJ_FACE); 2822 update_object (op, UP_OBJ_CHANGE);
3055} 2823}
3056 2824
2825int
3057int is_true_undead(object *op) { 2826is_true_undead (object *op)
3058 object *tmp=NULL; 2827{
3059
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2829 return 1;
3061 2830
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 2831 return 0;
3067} 2832}
3068 2833
3069/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 2836 * indicate greater hideability.
3072 */ 2837 */
3073 2838int
3074int hideability(object *ob) { 2839hideability (object *ob)
2840{
3075 int i,level=0, mflag; 2841 int i, level = 0, mflag;
3076 sint16 x,y; 2842 sint16 x, y;
3077 2843
3078 if(!ob||!ob->map) return 0; 2844 if (!ob || !ob->map)
2845 return 0;
3079 2846
3080 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3082 2849
3083 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3084 * If you carry a light on a non-dark map, its not 2851 * If you carry a light on a non-dark map, its not
3085 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2853 if (ob->has_carried_lights ())
2854 level = -(10 + (2 * ob->map->darklevel ()));
3087 2855
3088 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3089 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2857 for (i = 0, x = ob->x, y = ob->y;
2858 i <= SIZEOFFREE1;
2859 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2860 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 2862 if (mflag & P_OUT_OF_MAP)
2863 continue;
2864
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 2866 level += 2;
3094 else /* open terrain! */ 2867 else /* open terrain! */
3095 level -= 1; 2868 level -= 1;
3096 } 2869 }
3097 2870
3098#if 0 2871#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2872 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 2873#endif
3101 return level; 2874 return level;
3102} 2875}
3103 2876
3104/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 2881 */
3109 2882void
3110void do_hidden_move (object *op) { 2883do_hidden_move (object *op)
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2884{
3112 object *skop; 2885 int hide = 0;
3113 2886
3114 if(!op || !op->map) return; 2887 if (!op || !op->map)
2888 return;
3115 2889
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2890 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2891 int num = random_roll (0, 19, op, PREFER_LOW);
3117 2892
3118 /* its *extremely* hard to run and sneak/hide at the same time! */ 2893 /* its *extremely* hard to run and sneak/hide at the same time! */
3119 if(op->type==PLAYER && op->contr->run_on) { 2894 if (op->type == PLAYER && op->contr->run_on)
3120 if(!skop || num >= skop->level) { 2895 if (!skop || num >= skop->level)
2896 {
3121 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2897 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3122 make_visible(op);
3123 return;
3124 } else num += 20;
3125 }
3126 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */
3128 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3130 make_visible(op); 2898 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2899 return;
3132 "You moved out of hiding! You are visible!");
3133 } 2900 }
2901 else
2902 num += 20;
2903
2904 num += op->map->difficulty;
2905 hide = hideability (op); /* modify by terrain hidden level */
2906 num -= hide;
2907
2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2909 {
2910 make_visible (op);
2911
2912 if (op->type == PLAYER)
2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2914 }
3134 else if (op->type == PLAYER && skop) { 2915 else if (op->type == PLAYER && skop)
3135 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2916 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3136 }
3137} 2917}
3138 2918
3139/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3140 2920
2921int
3141int stand_near_hostile( object *who ) { 2922stand_near_hostile (object *who)
2923{
3142 object *tmp=NULL; 2924 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 2925 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 2926 maptile *m;
3145 sint16 x,y; 2927 sint16 x, y;
3146 2928
3147 if(!who) return 0; 2929 if (!who)
2930 return 0;
3148 2931
3149 if(who->type==PLAYER) player=1; 2932 if (who->type == PLAYER)
2933 player = 1;
2934
2935 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2936 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 2937
3152 /* search adjacent squares */ 2938 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 2939 for (i = 1; i < 9; i++)
2940 {
3154 x = who->x+freearr_x[i]; 2941 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 2942 y = who->y + freearr_y[i];
3156 m = who->map; 2943 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 2944 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 2945 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 2946 * blocked, don't need to check this space.
3160 */ 2947 */
3161 if (mflags & P_OUT_OF_MAP) continue; 2948 if (mflags & P_OUT_OF_MAP)
2949 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 2951 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2952
3165 if((player||friendly) 2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2954 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2955 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2956 return 1;
2957 else if (tmp->type == PLAYER)
2958 {
2959 /*don't let a hidden DM prevent you from hiding */
2960 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3167 return 1; 2961 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 2962 }
3174 } 2963 }
3175 } 2964 }
3176 return 0; 2965 return 0;
3177} 2966}
3178 2967
3179/* check the player los field for viewability of the 2968/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3181 * but we dont worry if the object isnt the top one in 2970 * but we dont worry if the object isnt the top one in
3182 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3183 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3184 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3185 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3186 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3187 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3188 * for them to differ. Sigh, this fctn could get a bit more complex. 2977 * for them to differ. Sigh, this fctn could get a bit more complex.
3189 * -b.t. 2978 * -b.t.
3190 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3191 */ 2980 */
3192 2981int
3193int player_can_view (object *pl,object *op) { 2982player_can_view (object *pl, object *op)
2983{
3194 rv_vector rv; 2984 rv_vector rv;
3195 int dx,dy; 2985 int dx, dy;
3196 2986
3197 if(pl->type!=PLAYER) { 2987 if (pl->type != PLAYER)
2988 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 2990 return -1;
3200 } 2991 }
3201 if (!pl || !op) return 0;
3202 2992
3203 if(op->head) { op = op->head; } 2993 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 return 0; 2994 return 0;
3227}
3228 2995
3229/* routine for both players and monsters. We call this when 2996 op = op->head_ ();
3230 * there is a possibility for our action distrubing our hiding 2997
3231 * place or invisiblity spell. Artefact invisiblity is not 2998 get_rangevector (pl, op, &rv, 0x1);
3232 * effected by this. If we arent invisible to begin with, we 2999
3233 * return 0. 3000 /* starting with the 'head' part, lets loop
3001 * through the object and find if it has any
3002 * part that is in the los array but isn't on
3003 * a blocked los square.
3004 * we use the archetype to figure out offsets.
3234 */ 3005 */
3235int action_makes_visible (object *op) { 3006 while (op)
3007 {
3008 dx = rv.distance_x + op->arch->x;
3009 dy = rv.distance_y + op->arch->y;
3236 3010
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3239 return 0;
3240
3241 if (op->contr && op->contr->tmp_invis == 0) return 0;
3242
3243 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3245 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3246 return 1; 3012 return 1;
3247 } 3013
3014 op = op->more;
3248 } 3015 }
3016
3249 return 0; 3017 return 0;
3250} 3018}
3251 3019
3252/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3024 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3025 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this 3026 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */ 3027 */
3028int
3260int op_on_battleground (object *op, int *x, int *y) { 3029op_on_battleground (object *op, int *x, int *y)
3261 object *tmp; 3030{
3262
3263 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3032 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3038 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3040 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3272 strcmp(tmp->name, "battleground")==0 && 3042 && tmp->type == BATTLEGROUND
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3045 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3046 /* before we assign the exit, check if this is a teambattle */
3275 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3047 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 object *invtmp;
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3050 {
3280 if (x != NULL && y != NULL) 3051 if (x && y)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3282 return 1; 3054 return 1;
3283 }
3284 } 3055 }
3285 } 3056
3286 if (x != NULL && y != NULL) 3057 if (x && y)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3288 return 1; 3060 return 1;
3061 }
3289 } 3062 }
3290 }
3291 } 3063 }
3064
3292 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3293 return 0; 3066 return 0;
3294} 3067}
3295 3068
3296/* 3069/*
3300 * attributes: 3073 * attributes:
3301 * object *who the dragon player 3074 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3075 * int atnr the attack-number of the ability focus
3303 * int level ability level 3076 * int level ability level
3304 */ 3077 */
3078void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3079dragon_ability_gain (object *who, int atnr, int level)
3080{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3081 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3082 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3083 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3084 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3086 int i = 0, j = 0;
3312 3087
3313 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3316 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3318 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3320 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3322 3097
3323 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3099 return;
3100
3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3102
3103 if (!tr || !tr->item)
3104 {
3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3106 return;
3107 }
3108
3109 /* everything seems okay - now bring on the gift: */
3110 item = tr->item;
3111
3112 if (item->type == SPELL)
3113 {
3114 if (check_spell_known (who, item->name))
3324 return; 3115 return;
3325 3116
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3117 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3118 do_learn_spell (who, item, 0);
3328 3119 return;
3329 if (tr == NULL || tr->item == NULL) { 3120 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121
3122 /* grant direct spell */
3123 if (item->type == SPELLBOOK)
3124 {
3125 if (!item->inv)
3126 {
3127 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3128 return;
3129 }
3130 if (check_spell_known (who, item->inv->name))
3331 return; 3131 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3132 if (item->invisible)
3133 {
3355 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3134 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3356 do_learn_spell (who, item->inv, 0); 3135 do_learn_spell (who, item->inv, 0);
3357 return; 3136 return;
3358 } 3137 }
3359 } 3138 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3139 else if (item->type == SKILL_TOOL && item->invisible)
3140 {
3361 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3141 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3142 {
3362 3143
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3144 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * in this way, if the player is missing any of the attacktypes, he gets 3145 * in this way, if the player is missing any of the attacktypes, he gets
3365 * them. As it is now, if the player has any that match the granted skill, 3146 * them. As it is now, if the player has any that match the granted skill,
3366 * but not all of them, he gets nothing. 3147 * but not all of them, he gets nothing.
3367 */ 3148 */
3368 if (!(skop->attacktype & item->attacktype)) { 3149 if (!(skop->attacktype & item->attacktype))
3150 {
3369 /* Give new attacktype */ 3151 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3152 skop->attacktype |= item->attacktype;
3371 3153
3372 /* always add physical if there's none */ 3154 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3155 skop->attacktype |= AT_PHYSICAL;
3374 3156
3375 if (item->msg != NULL) 3157 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3158 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3159
3378 /* Give player new face */ 3160 /* Give player new face */
3379 if (item->animation_id) { 3161 if (item->animation_id)
3162 {
3380 who->face = skop->face; 3163 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3164 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3165 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3166 who->last_anim = 0;
3384 who->state = 0; 3167 who->state = 0;
3385 animate_object(who, who->direction); 3168 animate_object (who, who->direction);
3386 } 3169 }
3387 } 3170 }
3388 } 3171 }
3389 } 3172 }
3390 else if (item->type == FORCE) { 3173 else if (item->type == FORCE)
3174 {
3391 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3176 object *skin;
3177
3393 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3179 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3395 skin=skin->below); 3180 ;
3396 if (skin == NULL) return; 3181
3397 3182 if (!skin)
3183 return;
3184
3398 /* adding new spellpath attunements */ 3185 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3186 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3187 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3188 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3189
3402 /* print message */ 3190 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3191 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3192 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3193 {
3405 if(item->path_attuned & (1<<i)) { 3194 if (item->path_attuned & (1 << i))
3195 {
3406 if (j) 3196 if (j)
3407 strcat(buf," and "); 3197 strcat (buf, " and ");
3408 else 3198 else
3409 j = 1; 3199 j = 1;
3410 strcat(buf, spellpathnames[i]); 3200 strcat (buf, spellpathnames[i]);
3411 } 3201 }
3412 } 3202 }
3413 strcat(buf,"."); 3203 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3205 }
3416 3206
3417 /* evtl. adding flags: */ 3207 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3208 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3209 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3210 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3211 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3212 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3213 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3214
3425 /* print message if there is one */ 3215 /* print message if there is one */
3426 if (item->msg != NULL) 3216 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3217 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3218 }
3219 else
3428 } 3220 {
3429 else {
3430 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3432 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3223 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3433 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3434 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp);
3436 } 3225 }
3437} 3226}
3438 3227
3439/** 3228/**
3440 * Unready an object for a player. This function does nothing if the object was 3229 * Unready an object for a player. This function does nothing if the object was
3441 * not readied. 3230 * not readied.
3442 */ 3231 */
3232void
3443void player_unready_range_ob(player *pl, object *ob) { 3233player_unready_range_ob (player *pl, object *ob)
3444 rangetype i; 3234{
3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3445 3237
3446 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3238 if (pl->combat_ob == ob)
3447 if (pl->ranges[i] == ob) { 3239 pl->combat_ob = 0;
3448 pl->ranges[i] = NULL; 3240
3449 if (pl->shoottype == i) { 3241 if (pl->ranged_ob == ob)
3450 pl->shoottype = range_none; 3242 pl->ranged_ob = 0;
3451 }
3452 }
3453 }
3454} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281

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