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Comparing deliantra/server/server/player.C (file contents):
Revision 1.4 by root, Fri Aug 25 17:11:53 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 1.4 2006/08/25 17:11:53 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 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 184
230 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 186
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{
236 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 234 * we deal with that below this point.
238 */ 235 */
239 p->party=NULL; 236 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 237 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 239
245#ifdef AUTOSAVE 240 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 241
247#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)
248 261 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 ob->destroy_inv (false);
263 ob->destroy ();
250 264 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 265
260 roll_stats(op); 266 ob = observe = viewpoint = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 267}
302 268
303 269player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 270{
307 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
308 op->x = -1; 272 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 273}
342 274
343/* 275/*
344 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
347 */ 279 */
280static archetype *
348archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
349{ 282{
350 archetype *start = at; 283 // archetypes could have been reloaded
351 for (;;) { 284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 285
353 at=first_archetype; 286 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 287 return at;
358 if (at == start) { 288
359 LOG (llevError, "No Player archetypes\n"); 289 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 290
361 } 291 for (;;)
362 } 292 {
363} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
364 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
365 302
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 *
366object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
367 object *op = NULL; 326 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 327 objectlink *ol;
370 unsigned lastdist; 328 unsigned lastdist;
371 rv_vector rv; 329 rv_vector rv;
372 330
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 332 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 334 continue;
400 335
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 336 if (lastdist > rv.distance)
410 op=pl->ob; 337 {
338 op = ol->ob;
411 lastdist=rv.distance; 339 lastdist = rv.distance;
340 }
412 } 341 }
413 } 342
414 } 343 for_all_players (pl)
344 if (can_detect_enemy (mon, pl->ob, &rv))
345 if (lastdist > rv.distance)
346 {
347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
415#if 0 351#if 0
416 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)");
417#endif 353#endif
418 return op; 354 return op;
419} 355}
420 356
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 373 * circling behaviour. Unfortunately, this function is also used to determined
438 * 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
439 * is probably not a good thing. 375 * is probably not a good thing.
440 */ 376 */
441#define MAX_SPACES 50 377#define MAX_SPACES 50
442
443 378
444/* 379/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * 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
447 * 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
460 * monster can in fact move one space in that direction. 395 * monster can in fact move one space in that direction.
461 * 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,
462 * 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
463 * is blocking itself. 398 * is blocking itself.
464 */ 399 */
400int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
466 rv_vector rv; 403 rv_vector rv;
467 sint16 x,y; 404 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
470 407
471 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
472 409
473 if (rv.distance<mindiff) return 0; 410 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 411 return 0;
726}
727 412
728void confirm_password(object *op) { 413 x = mon->x;
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 419
730 op->contr->write_buf[0]='\0'; 420 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 421 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 422 return 0;
733}
734 423
424 while (diff > 1 && max > 0)
425 {
426 lastx = x;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431
432 mflags = get_map_flags (m, &m, x, y, &x, &y);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434
435 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
439 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before.
441 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
443 if (rv.direction != dir)
444 {
445 /* OK - says direction should be different - lets reset the
446 * the values so it will try again.
447 */
448 x = lastx;
449 y = lasty;
450 m = lastmap;
451 dir = firstdir = rv.direction;
452 }
453 else
454 {
455 /* direct path is blocked - try taking a side step to
456 * either the left or right.
457 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting
460 * too big (3 or maybe 4 or higher) as the monster may just try
461 * stepping back and forth
462 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
466 continue; /* already did this, so skip it */
467 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in
469 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance,
472 * gets blocked, finds that it should move north,
473 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully
476 * moved.
477 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap;
482 mflags = get_map_flags (m, &m, x, y, &x, &y);
483 if (mflags & P_OUT_OF_MAP)
484 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
488 if (mflags & P_BLOCKSVIEW)
489 continue;
490
491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
493 }
494 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path.
496 */
497 if (i == (DETOUR_AMOUNT + 1))
498 return 0;
499 diff--;
500 lastdir = dir;
501 max--;
502 if (!firstdir)
503 firstdir = dir + i;
504 } /* else check alternate directions */
505 } /* if blocked */
506 else
507 {
508 /* we moved towards creature, so diff is less */
509 diff--;
510 max--;
511 lastdir = dir;
512 if (!firstdir)
513 firstdir = dir;
514 }
515
516 if (diff <= 1)
517 {
518 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance.
520 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 }
524
525 if (diff > max)
526 return 0;
527 }
528
529 /* If we reached the max, didn't find a direction in time */
530 if (!max)
531 return 0;
532
533 return firstdir;
534}
535
536void
537give_initial_items (object *pl, treasurelist *items)
538{
539 if (pl->randomitems)
540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
541
542 for (object *next, *op = pl->inv; op; op = next)
543 {
544 next = op->below;
545
546 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way
548 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
550 SET_FLAG (op, FLAG_APPLIED);
551
552 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions
554 */
555 if (pl->type == PLAYER)
556 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
559 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
564 {
565 op->destroy ();
566 continue;
567 }
568 }
569
570 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex
573 */
574 if (op->type == SKILL)
575 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break;
583 }
584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
589 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
591
592 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be
594 * merged properly.
595 */
596 if (need_identify (op))
597 {
598 SET_FLAG (op, FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
604 {
605 op->destroy ();
606 continue;
607 }
608 else if (op->type == SKILL)
609 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0;
612 op->level = 1;
613 }
614 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */
617
618 /* Need to set up the skill pointers */
619 pl->contr->link_skills ();
620}
621
622void
735void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
736 if (party == NULL) { 625 if (party == NULL)
626 {
737 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);
738 return; 628 return;
739 } 629 }
630
740 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
743 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:");
744} 635}
745
746 636
747/* 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. */
748int roll_stat(void) { 638static int
639roll_stat ()
640{
749 int a[4],i,j,k; 641 int a[4], i, j, k;
750 642
751 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
753 645
754 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 647 if (a[i] < k)
756 k=a[i],j=i; 648 k = a[i], j = i;
757 649
758 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 651 if (i != j)
760 k+=a[i]; 652 k += a[i];
761 } 653
762 return k; 654 return k;
763} 655}
764 656
765void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
766 int sum=0; 664 int sum = 0;
767 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
769 667
770 do { 668 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 669 break;
772 op->stats.Dex=roll_stat(); 670 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 671
783 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 674
792 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 677
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 678 stats.exp = 0;
823 op->stats.ac=0; 679 stats.ac = 0;
824 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
825 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
828 690
829 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
830 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
834} 723}
835 724
836void Roll_Again(object *op) 725static void
726start_info (object *op)
837{ 727{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
846 729
847 if ( op->contr->Swap_First == -1 ) { 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 732}
955 733
956/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
960 * not the class. 738 * not the class.
961 */ 739 */
962 740void
963int key_change_class(object *op, char key) 741player::chargen_race_done ()
964{ 742{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
979 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
981 752
982 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
983 754
984 if (op->msg) { 755 if (ob->msg)
985 free_string(op->msg); 756 ob->msg = 0;
986 op->msg=NULL;
987 }
988 757
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 758 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
1003 fix_player(op); 762 ob->update_stats ();
1004 763
1005 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1006 * is one for this race 765 * is one for this race
1007 */ 766 */
1008 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
1009 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 769 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 771}
1025 return 0;
1026 }
1027 772
773void
774player::chargen_race_next ()
775{
1028 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1030 */ 778 */
1031 779
1032 tmp_loop = 0; 780 do
1033 while(!tmp_loop) { 781 {
1034 const char *name = add_string (op->name); 782 shstr name = ob->name;
1035 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 784
1037 remove_ob (op); 785 ob->remove_statbonus ();
786 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
789 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 791 ob->name = ob->name_pl = name;
1042 op->name = name; 792 ob->x = x;
1043 free_string(op->name_pl); 793 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 797 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 798 }
799 while (!allowed_class (ob));
800
1056 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 803 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 806 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 807}
1067 808
1068int key_confirm_quit(object *op, char key) 809static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 810flee_player (object *op)
811{
1114 int dir,diff; 812 int dir, diff;
1115 rv_vector rv; 813 rv_vector rv;
1116 814
1117 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 819 return;
820 }
821
822 if (!op->enemy)
1121 } 823 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 826 return;
1127 } 827 }
1128 828
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
1140 op->enemy=NULL; 831 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 833 return;
1143 } 834 }
835
1144 get_rangevector(op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1145 837
1146 dir=absdir(4+rv.direction); 838 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 839 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 840 {
841 int m = 1 - rndm (2) * 2;
842
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
844 return;
845 }
846
1154 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 849 op->enemy = NULL;
1157} 850}
1158
1159 851
1160/* 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.
1161 * 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
1162 * stop. 854 * stop.
1163 */ 855 */
856int
1164int check_pick(object *op) { 857check_pick (object *op)
858{
1165 object *tmp, *next; 859 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 860 int stop = 0;
1168 int j, k, wvratio; 861 int wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171 862
1172 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1174 return 1; 865 return 1;
1175 866
1176 op_tag = op->count;
1177
1178 next = op->below; 867 next = op->below;
1179 if (next) 868
1180 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 871
1182 /* 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
1183 * destroyed */ 873 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1185 { 875 {
1186 tmp = next; 876 tmp = next;
1187 next = tmp->below; 877 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 878
1191 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 ())
1192 return 0; 886 return 0;
1193 887
1194 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1195 continue; 889 continue;
1196 890
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 892 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1201 continue; 896 continue;
1202 } 897 }
1203 898
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 899 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1241 { 901 {
1242 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 903 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
1281 /* philosophy: 918 /* philosophy:
1282 * 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
1283 * generic. This takes no game-time. For more detailed pickups 920 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1285 * 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
1286 * example. 923 * example.
1287 * 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
1288 * 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
1289 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1295 932
1296 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1299 936
1300 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 939 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1305 942
1306 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1307 /* 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
1308 * fighting */ 945 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1310 948
1311 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1313 952
1314 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1315 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;
1316 956
1317 /* all food and drink if desired */ 957 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1322 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1323 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)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1325 972
1326 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1329 979
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1334 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1337 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1340 1001
1341 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1344 { 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 }
1345 1012
1346 /* pick up all magical items */ 1013 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1349 { 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 }
1350 1021
1351 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1352 { 1023 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1355 } 1029 }
1356 1030
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1360 { 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 }
1361 1049
1362 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1366 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1369 1064
1370 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1374 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1377 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1380 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1383 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1386 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1389 1107
1390 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1394 1115
1395 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1118 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1119 if (tmp->type == WEAPON)
1399 { 1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1121 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1122 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1123 continue;
1403 } 1124 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1125 }
1411 1126
1412 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1416 1134
1417 /* 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
1418 * pickups */ 1136 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1420 { 1138 {
1421 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1423 /* >=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
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1142 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1426 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)
1427 { 1145 {
1428 pick_up(op, tmp);
1429#if 0 1146#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1432 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1433 } 1151 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1152 else
1153 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1436 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))));
1437#endif 1156#endif
1438 continue; 1157 CHK_PICK_PICKUP;
1439 } 1158 continue;
1159 }
1160 } /* the new pickup model */
1440 } 1161 }
1441 } /* the new pickup model */ 1162
1442 }
1443 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;
1444} 1199}
1445 1200
1446/* 1201/*
1447 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1204 * found object is returned.
1450 */ 1205 */
1206static object *
1451object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1452{ 1208{
1453 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);
1454 1212
1455 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1216 {
1459 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1218 return arrow;
1219 }
1220
1460 return op; 1221 return 0;
1461 return tmp;
1462} 1222}
1463 1223
1464/* 1224/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1229 */
1470 1230static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1232{
1473 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1475 1235
1476 if (!type) 1236 if (!type)
1477 return NULL; 1237 return NULL;
1478 1238
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1242 {
1243 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1484 if (i > betterby) { 1246 if (i > betterby)
1485 tmp = ntmp; 1247 {
1486 betterby = i; 1248 tmp = ntmp;
1487 } 1249 betterby = i;
1250 }
1251 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1489 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1256 {
1492 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1258 {
1494 return arrow; 1259 *better = 100;
1495 } else { 1260 return arrow;
1496 tmp = arrow; 1261 }
1262 else
1263 {
1264 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1266 }
1499 } else { 1267 }
1268 else
1269 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1501 attacktype = 1<<attacknum; 1272 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1275 {
1276 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1278 }
1507 } 1279 }
1280
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1282 {
1283 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1285 }
1286
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1288 {
1289 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1291 }
1292 }
1293 }
1516 } 1294 }
1517 } 1295
1518 }
1519 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1297 return find_arrow (op, type);
1521 1298
1522 *better = betterby; 1299 *better = betterby;
1523 return tmp; 1300 return tmp;
1524} 1301}
1525 1302
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1305 * op = the shooter
1529 * type = bow->race 1306 * type = bow->race
1530 * dir = fire direction 1307 * dir = fire direction
1531 */ 1308 */
1532 1309static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1311{
1535 object *tmp = NULL; 1312 object *tmp = NULL;
1536 mapstruct *m; 1313 maptile *m;
1537 int i, mflags, found, number; 1314 int i, mflags, found, number;
1538 sint16 x, y; 1315 sint16 x, y;
1539 1316
1540 if (op->map == NULL) 1317 if (op->map == NULL)
1541 return find_arrow(op, type); 1318 return find_arrow (op, type);
1542 1319
1543 /* do a dex check */ 1320 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1323 return find_arrow (op, type);
1547 1324
1548 m = op->map; 1325 m = op->map;
1549 x = op->x; 1326 x = op->x;
1550 y = op->y; 1327 y = op->y;
1551 1328
1552 /* find the first target */ 1329 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1554 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1337 {
1559 break; 1338 tmp = 0;
1339 break;
1340 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1563 */ 1345 */
1564 tmp = NULL; 1346 tmp = 0;
1565 break; 1347 break;
1566 } 1348 }
1349
1567 if (mflags & P_IS_ALIVE) { 1350 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1353 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1354 }
1577 if (tmp == NULL) 1355
1356 if (!tmp)
1578 return find_arrow(op, type); 1357 return find_arrow (op, type);
1579 1358
1580 if (tmp->head) 1359 if (tmp->head)
1581 tmp = tmp->head; 1360 tmp = tmp->head;
1582 1361
1583 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1584} 1363}
1585 1364
1586/* 1365/*
1587 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1370 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1373 * player fire modes.
1595 */ 1374 */
1375int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1377{
1599 object *left, *bow; 1378 object *left, *bow;
1600 tag_t left_tag, tag; 1379 int mflags;
1601 int bowspeed, mflags; 1380 maptile *m;
1602 mapstruct *m;
1603 1381
1604 if (!dir) { 1382 if (!dir)
1383 {
1605 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!");
1606 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1607 } 1391 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1395 */
1615 if(bow->type==BOW) 1396 if (bow->type == BOW)
1616 break; 1397 break;
1617 1398
1618 if (!bow) { 1399 if (!bow)
1400 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1402 return 0;
1621 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1622 } 1407 }
1408
1623 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1624 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);
1625 return 0; 1412 return 0;
1626 } 1413 }
1627 1414
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1415 if (arrow == NULL)
1416 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1638 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1422 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1644 return 0; 1425 return 0;
1645 } 1426 }
1646 } 1427 }
1428
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1431 return 0;
1650 } 1432
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1652 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.");
1653 return 0; 1436 return 0;
1654 } 1437 }
1655 1438
1656 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1444 return 0;
1445 }
1662 1446
1663 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1448 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1666 if (arrow == NULL) { 1450 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1452 return 0;
1669 return 0;
1670 } 1453 }
1671 set_owner(arrow, op); 1454
1672 if (arrow->skill) free_string(arrow->skill); 1455 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1456 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1457 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1458
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 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 */
1686 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1463
1691 /* Note that this was different for monsters - they got their level 1464#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1693 */
1694 1466 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1481 /* update the speed */
1700 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
1701 0 : dam_bonus[op->stats.Str]) + 1483 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1484
1705 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1709 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1710 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1721 arrow->level = op->level; 1502 arrow->level = op->level;
1722 } 1503 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1504
1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1724 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1509 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1510
1728 arrow->map = m; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1517
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1520
1736 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1522 move_arrow (arrow);
1738 1523
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1524 return 1;
1746} 1525}
1747 1526
1748/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1528 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1532 * hence the function name.
1754 */ 1533 */
1534static int
1755int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1756{ 1536{
1757 int ret=0, wcmod=0; 1537 int ret;
1758 1538
1759 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1540 {
1761 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);
1762 dir, 0, op->x, op->y); 1542 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 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);
1767 op->x, op->y); 1547 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 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);
1776 1559 }
1777 } else { 1560 else
1561 {
1778 /* Simple case */ 1562 /* Simple case */
1779 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);
1780 } 1564 }
1565
1781 return ret; 1566 return ret;
1782} 1567}
1783
1784 1568
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1787 */ 1571 */
1572static void
1788void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1789{ 1574{
1790 object *item; 1575 object *item = op->contr->ranged_ob;
1791 1576
1792 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1793 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.");
1794 return; 1580 return;
1795 } 1581 }
1796 1582
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1583 if (!item->inv)
1584 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1586 return;
1801 } 1587 }
1802 if (item->type == WAND) { 1588
1803 if(item->stats.food<=0) { 1589 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1590 return;
1807 } 1591
1592 if (item->type == WAND)
1593 {
1594 if (item->stats.food <= 0)
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1599 return;
1600 }
1601 }
1602 else if (item->type == ROD || item->type == HORN)
1603 {
1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1609 {
1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1612 if (item->type == ROD)
1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1614 else
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1617 return;
1618 }
1619 }
1620
1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1625 if (item->type == WAND)
1626 {
1627 if (!(--item->stats.food))
1628 {
1629 object *tmp;
1630
1631 if (item->arch)
1632 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1634 item->face = item->arch->face;
1635 item->set_speed (0);
1636 }
1637
1638 if (object *pl = item->visible_to ())
1639 esrv_update_item (UPD_ANIM, pl, item);
1640 }
1641 }
1808 } else if (item->type == ROD || item->type==HORN) { 1642 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1643 drain_rod_charge (item);
1838 }
1839 } 1644 }
1840} 1645}
1841 1646
1842/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1843 */ 1648 */
1649bool
1844void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1845 int spellcost=0; 1652 int spellcost = 0;
1846 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
1847 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1849 1678
1850 switch(op->contr->shoottype) { 1679 switch (ob->type)
1851 case range_none: 1680 {
1852 return; 1681 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1856 return; 1683 break;
1857 1684
1858 case range_magic: /* Casting spells */ 1685 case SPELL:
1859 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);
1860 return; 1687 break;
1861 1688
1862 case range_misc: 1689 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 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)
1887 return; 1741 return 0;
1888 default: 1742 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
1890 return; 1744 /* We get down here if we have found a key. Now if its in a container,
1745 * see if we actually want to use it
1746 */
1747 if (pl != container)
1891 } 1748 {
1892} 1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1751 return 0;
1893 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 }
1894 1775
1776 return tmp;
1777}
1895 1778
1896/* find_key 1779/* find_key
1897 * 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
1898 * and successfully use it, we return the key, otherwise NULL 1781 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1784 * pl is the player,
1902 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1905 */ 1788 */
1906 1789object *
1907object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1908{ 1791{
1909 object *tmp,*key; 1792 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1793 {
1923 /* No key found - lets search inventories now */ 1794 // for match expressions, we try to find the key by applying the match
1924 /* 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
1925 * otherwise, if we search all the inventories and still don't find 1796 // of searching through containers ourselves.
1926 * a key, return 1797
1927 */ 1798 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1799 }
1934 } 1800 else
1935 if (!tmp) return NULL; 1801 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1802}
1969 1803
1970/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1973 * 0 otherwise 1807 * 0 otherwise
1974 */ 1808 */
1809static int
1975static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1976{ 1811{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1981 */ 1815 */
1982 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1983 1817
1984 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1985 if (key) { 1819 if (key)
1820 {
1986 object *container=key->env; 1821 object *container = key->env;
1987 1822
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1823 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1824 make_visible (op);
1825
1990 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
1991 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1992 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 */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1996 "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);
1997 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1835 }
1836
1999 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1839
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
2005 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
2006 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2007 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...");
2008 return 1; 1846 return 1;
2009 } 1847 }
1848
2010 return 0; 1849 return 0;
2011} 1850}
2012 1851
2013/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2018 */ 1857 */
2019 1858bool
2020void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2021{ 1860{
2022 object *tmp, *mon, *tpl; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 sint16 nx, ny; 1862 {
2024 int on_battleground; 1863 --op->speed_left;
2025 mapstruct *m; 1864 return true;
1865 }
2026 1866
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1867 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1868 sint16 ny = freearr_y[dir] + op->y;
2031 1869
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1870 if (out_of_map (op->map, nx, ny))
1871 return false;
2033 1872
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 1880 * move_ob uses.
2042 */ 1881 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1882 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1883
2055 mon = NULL;
2056 /* 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
2057 * 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.
2058 * 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
2059 * on the space 1887 * on the space
2060 */ 1888 */
2061 while (tmp!=NULL) { 1889 object *mon;
2062 if (tmp == op) { 1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1891 {
2064 continue; 1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2065 } 1897 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1898
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 1899 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1900 return false; /* into a wall */
2077 1901
2078 if(mon->head != NULL)
2079 mon = mon->head; 1902 mon = mon->head_ ();
2080 1903
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
1910 }
2083 1911
2084 /* The following deals with possibly attacking peaceful 1912 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1913 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1914 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1915 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1916 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1917 * and thus will not push them.
2090 */ 1918 */
2091 1919
2092 /* If the creature is a pet, push it even if the player is not 1920 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1921 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1922 * player owns it and it is either friendly or unagressive.
2095 */ 1923 */
2096 if ((op->type==PLAYER) 1924 if (op->type == PLAYER
2097#if COZY_SERVER 1925 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1926 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1927 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1929 {
2109 /* If we're braced, we don't want to switch places with it */ 1930 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1931 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1932 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 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
2117 /* in certain circumstances, you shouldn't attack friendly 1952 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1953 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1954 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1955 * attack them either.
2121 */ 1956 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1957 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1958 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1959 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1960 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1961 && !on_battleground))
1962 {
1963 if (op->speed_left > 0.f)
1964 {
1965 --op->speed_left;
1966
1967 if (!op->contr->braced)
2131 )) { 1968 {
2132 if (!op->contr->braced) { 1969 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1970 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1971 }
2135 } else { 1972 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1973 op->statusmsg ("You withhold your attack");
1974
1975 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1976 make_visible (op);
1977
1978 return true;
1979 }
2137 } 1980 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1981 /* If the object is a boulder or other rollable object, then
2142 * 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.
2143 */ 1983 */
2144 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
2145 recursive_roll(mon,dir,op); 1990 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1991 if (action_makes_visible (op))
2147 } 1992 make_visible (op);
2148 1993
1994 return true;
1995 }
1996 }
2149 /* Any generic living creature. Including things like doors. 1997 /* Any generic living creature. Including things like doors.
2150 * 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
2151 * and be living. Then, it must be one of the following: 1999 * and be living. Then, it must be one of the following:
2152 * 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
2153 * 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.
2154 */ 2002 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2003 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2004 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2005 {
2006 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2007 {
2008 --op->contr->weapon_sp_left;
2159 2009
2160 /* If the player hasn't hit something this tick, and does 2010 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2011
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2012 if (action_makes_visible (op))
2013 make_visible (op);
2014
2015 return true;
2016 }
2169 } 2017 }
2170 2018
2171 skill_attack(mon, op, 0, NULL, NULL); 2019 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2020}
2189 2021
2022bool
2190int move_player(object *op,int dir) { 2023move_player (object *op, int dir)
2191 int pick; 2024{
2192 object *transport = op->contr->transport; 2025 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2072}
2257 2073
2258/* 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
2259 * new client/server stuff. 2075 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2077 * the new speed values for commands.
2262 * 2078 *
2263 * 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.
2264 */ 2082 */
2083bool
2265int handle_newcs_player(object *op) 2084handle_newcs_player (object *op)
2266{ 2085{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2086 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2087 {
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091 flee_player (op);
2291 2092
2292 /* I've been seeing crashes where the golem has been destroyed, but 2093 return true;
2293 * the player object still points to the defunct golem. The code that 2094 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2095 else
2295 * put this in a a workaround to clean up the golem pointer. 2096 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2097 }
2303 2098
2304 /* 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
2305 * the players time has been increased when doericserver has been 2100 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2101 * called, so we recheck it here.
2307 */ 2102 */
2308 HandleClient(&op->contr->socket, op->contr); 2103 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2104 return true;
2310 2105
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2106 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2107 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2108
2321 else return 0; 2109 return false;
2322 } 2110}
2111
2112static int
2113save_life (object *op)
2114{
2115 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2116 return 0;
2324}
2325 2117
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2118 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2119 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2120 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2121 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2122 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2123
2338 if (op->contr) 2124 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2125 CLEAR_FLAG (op, FLAG_LIFESAVE);
2126
2343 if(op->stats.hp<0) 2127 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2128 op->stats.hp = op->stats.maxhp;
2129
2345 if(op->stats.food<0) 2130 if (op->stats.food < 0)
2346 op->stats.food = 999; 2131 op->stats.food = 999;
2347 fix_player(op); 2132
2133 op->update_stats ();
2348 return 1; 2134 return 1;
2349 } 2135 }
2136
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2137 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2139 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2140 return 0;
2354} 2141}
2355 2142
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2146 * from.
2360 */ 2147 */
2148static void
2361void remove_unpaid_objects(object *op, object *env) 2149drop_unpaid_items (object *op, object *env)
2362{ 2150{
2363 object *next;
2364
2365 while (op) { 2151 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2152 {
2367 * we remove object 'op' 2153 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2154
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2155 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2156 op->insert_at (env);
2371 op->x = env->x; 2157 else if (op->inv)
2372 op->y = env->y; 2158 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2159
2382 2160 op = next;
2383/*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2161 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2162}
2419 2163
2164void
2165object::drop_unpaid_items ()
2166{
2167 if (!flag [FLAG_REMOVED])
2168 ::drop_unpaid_items (inv, this);
2169}
2420 2170
2421 2171void
2422void do_some_living(object *op) { 2172do_some_living (object *op)
2173{
2423 int last_food=op->stats.food; 2174 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2175 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2176 int over_hp, over_sp, over_grace;
2426 int i; 2177 int i;
2427 int rate_hp = 1200; 2178 int rate_hp = 1200;
2428 int rate_sp = 2500; 2179 int rate_sp = 2500;
2429 int rate_grace = 2000; 2180 int rate_grace = 2000;
2430 const int max_hp = 1; 2181 const int max_hp = 1;
2431 const int max_sp = 1; 2182 const int max_sp = 1;
2432 const int max_grace = 1; 2183 const int max_grace = 1;
2433 2184
2434 if (op->contr->outputs_sync) { 2185 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2186 {
2436 if (op->contr->outputs[i].buf!=NULL && 2187 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2188 /* the socket code flashes the player visible/invisible
2438 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--;
2439 } 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 }
2440 2203
2441 if(op->contr->state==ST_PLAYING) { 2204 if (op->contr->ns->state == ST_PLAYING)
2442 2205 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2206 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2207 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2208 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2209 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2210 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2211 {
2212 gen_hp = op->stats.maxhp;
2213 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2214 }
2215
2216 if (op->contr->gen_sp >= 0)
2217 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2218 else
2219 {
2220 gen_sp = op->stats.maxsp;
2221 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2222 }
2223
2224 if (op->contr->gen_grace >= 0)
2225 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2226 else
2227 {
2228 gen_grace = op->stats.maxgrace;
2229 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2230 }
2231
2232 /* Regenerate Grace */
2233 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2234 if (--op->last_grace < 0)
2235 {
2236 if (op->stats.grace < op->stats.maxgrace / 2)
2237 op->stats.grace++; /* no penalty in food for regaining grace */
2238
2239 if (max_grace > 1)
2240 {
2241 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2242 if (over_grace > 0)
2243 {
2244 op->stats.sp += over_grace
2245 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2246 op->last_grace = 0;
2247 }
2248 else
2249 {
2250 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2251 }
2252 }
2253 else
2254 {
2255 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2256 }
2257 /* wearing stuff doesn't detract from grace generation. */
2258 }
2259
2260 if (op->stats.food > 0)
2261 {
2262 /* Regenerate Spell Points */
2263 if (!op->contr->golem && --op->last_sp < 0)
2264 {
2265 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2266
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp++;
2270
2271 /* dms do not consume food */
2272 if (!QUERY_FLAG (op, FLAG_WIZ))
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 }
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
2561 /* dms do not consume food */ 2352 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2353 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2354 op->stats.food--;
2564 } 2355 }
2565 2356
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2357 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2358 {
2359 object *flesh = 0;
2568 2360
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2361 for_inv_removable (op, tmp)
2362 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2363 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2364 continue;
2365
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2366 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2367 {
2573 manual_apply(op,tmp,0); 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
2574 if(op->stats.food>=0||op->stats.hp<0) 2372 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2373 break;
2576 } 2374 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2375 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2376 flesh = tmp;
2579 } /* end of for loop */ 2377 }
2378
2580 /* 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
2581 * eat flesh instead. 2380 * eat flesh instead.
2582 */ 2381 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2382 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 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.>");
2585 manual_apply(op,flesh,0); 2386 manual_apply (op, flesh, 0);
2586 } 2387 }
2587 } /* end if player is starving */
2588 2388
2589 while(op->stats.food<0&&op->stats.hp>0) 2389 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2390 if (op->stats.food < 0)
2591 2391 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2392 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2393 }
2394
2395 if (op->stats.food < 0)
2396 {
2397 op->stats.hp += op->stats.food;
2398 op->stats.food = 0;
2399
2400 if (op->stats.hp < 0)
2401 {
2402 op->contr->killer = archetype::get ("killer_starvation");
2403 op->contr->killer->destroy ();
2404 }
2405 }
2406
2407 /* killer should be set here already */
2408 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2409 kill_player (op);
2410 }
2411}
2597 2412
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2415 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2416 * file.
2602 */ 2417 */
2418void
2603void kill_player(object *op) 2419kill_player (object *op)
2604{ 2420{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2421 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2422 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2423 int will_kill_again;
2614 archetype *at; 2424 archetype *at;
2615 object *tmp; 2425 object *tmp;
2616 2426
2617 if(save_life(op)) 2427 if (save_life (op))
2618 return; 2428 return;
2619 2429
2430 dynbuf_text deathtab;
2620 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
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2470 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2471 */
2625 if (op_on_battleground(op, &x, &y)) { 2472 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2473 {
2627 "You have been defeated in combat!"); 2474 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2475
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2476 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2477 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2478
2655 { 2479 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2480 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2481 tmp->msg = format (
2658 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",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2483 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2484 (int)op->level,
2661 op->contr->killer); 2485 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2486 );
2487 tmp->value = 0, tmp->type = 0;
2488 tmp->material = name_to_material (shstr_organic);
2489 tmp->insert_at (op, tmp);
2490
2669 /* teleport defeated player to new destination*/ 2491 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2492 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2493 op->contr->braced = 0;
2672 return;
2673 }
2674 2494
2495 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2496 return;
2497 }
2498
2499 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2500 deathtab << "T<YOU HAVE DIED>\n\n";
2501
2675 INVOKE_PLAYER (DEATH, op->contr); 2502 INVOKE_PLAYER (DEATH, op->contr);
2676 2503
2677 command_kill_pets (op, 0); 2504 command_kill_pets (op, 0);
2678 2505
2679 if(op->stats.food<0) { 2506 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2507
2700 /* save the map location for corpse, gravestone*/ 2508 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2509 x = op->x;
2510 y = op->y;
2511 map = op->map;
2702 2512
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2513 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * 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.
2707 * 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.
2708 */ 2516 */
2709 2517
2710 /* Basically two ways to go - remove a stat permanently, or just 2518 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2519 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2520 * of death.
2713 */ 2521 */
2714#ifndef COZY_SERVER 2522#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2523 if (settings.balanced_stat_loss)
2524 {
2716 /* If stat loss is permanent, lose one stat only. */ 2525 /* If stat loss is permanent, lose one stat only. */
2717 /* 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
2718 more if they do. */ 2527 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2528 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2529 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2530 little bit harder. */
2722 /* GD */ 2531 /* GD */
2723 if (settings.stat_loss_on_death) 2532 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2533 num_stats_lose = 1;
2725 else 2534 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2535 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2536 }
2537 else
2728 num_stats_lose = 1; 2538 num_stats_lose = 1;
2729 } 2539
2730 lost_a_stat = 0; 2540 lost_a_stat = 0;
2731 2541
2732 for (z=0; z<num_stats_lose; z++) { 2542 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2543 {
2544 i = rndm (NUM_STATS);
2734 2545
2735 if (settings.stat_loss_on_death) { 2546 if (settings.stat_loss_on_death)
2547 {
2736 /* 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
2737 * what he lost. 2549 * what he lost.
2738 */ 2550 */
2739 change_attr_value(&(op->stats), i,-1); 2551 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2552 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2553 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2554 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2555 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2556 lost_a_stat = 1;
2745 } else { 2557 }
2558 else
2559 {
2746 /* deplete a stat */ 2560 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2561 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2562 object *dep;
2563
2564 dep = present_arch_in_ob (deparch, op);
2565 if (!dep)
2749 2566 {
2750 dep = present_arch_in_ob(deparch,op); 2567 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2568 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2569 }
2783 if (lose_this_stat) { 2570 lose_this_stat = 1;
2571 if (settings.balanced_stat_loss)
2572 {
2573 /* GD */
2574 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2575 this_stat = get_attr_value (&(dep->stats), i);
2576 if (this_stat < 0)
2577 {
2578 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2579 int keep_chance = this_stat * this_stat;
2580
2581 /* Yes, I am paranoid. Sue me. */
2582 if (keep_chance < 1)
2583 keep_chance = 1;
2584
2585 /* There is a maximum depletion total per level. */
2586 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2587 {
2588 lose_this_stat = 0;
2589 /* Take loss chance vs keep chance to see if we
2590 retain the stat. */
2591 }
2592 else
2593 {
2594 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2599 }
2600 }
2601 }
2602
2603 if (lose_this_stat)
2604 {
2605 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2606 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2607 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2608 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2609 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2610 * difference.
2790 */ 2611 */
2791 if (this_stat>=-50) { 2612 if (this_stat >= -50)
2613 {
2792 change_attr_value(&(dep->stats), i, -1); 2614 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2615 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2616 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2617 op->update_stats ();
2796 lost_a_stat = 1; 2618 lost_a_stat = 1;
2797 } 2619 }
2798 } 2620 }
2621 }
2799 } 2622 }
2800 } 2623
2801 /* If no stat lost, tell the player. */ 2624 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2625 if (!lost_a_stat)
2803 { 2626 {
2804 /* determine_god() seems to not work sometimes... why is this? 2627 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2628 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2629 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2630
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2631 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2632 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2633 else
2811 else 2634 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2635 }
2636#else
2637 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2638#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2639
2819 /* Put a gravestone up where the character 'almost' died. List the 2640 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2641 * exp loss on the stone.
2821 */ 2642 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2643 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2644 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2645 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2646 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2647 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2648 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2649 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2650
2836 /**************************************/ 2651 /**************************************/
2837 /* */ 2652 /* */
2838 /* Subtract the experience points, */ 2653 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2654 /* */
2842 /**************************************/ 2655 /**************************************/
2843 2656
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2657 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2658 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2659
2870 /* 2660 /*
2871 * 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
2872 * the player has any unpaid items. If so, remove them and put them back 2662 * and put them back in the map.
2873 * in the map. 2663 */
2874 */ 2664 op->drop_unpaid_items ();
2875 2665
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2666 /****************************************/
2885 /* */ 2667 /* */
2886 /* Move player to his current respawn- */ 2668 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2669 /* position (usually last savebed) */
2888 /* */ 2670 /* */
2889 /****************************************/ 2671 /****************************************/
2890 2672
2891 enter_player_savebed(op); 2673 enter_player_savebed (op);
2892 2674
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2675 op->contr->braced = 0;
2897 save_player(op,1);
2898 2676
2899 /* it is possible that the player has blown something up 2677 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2678 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2679 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2680 * on the space that might harm the player.
2903 */ 2681 */
2904 will_kill_again=0; 2682 will_kill_again = 0;
2905 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)
2906 if (tmp->type ==SPELL_EFFECT) 2684 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2685 will_kill_again |= tmp->attacktype;
2908 } 2686
2909 if (will_kill_again) { 2687 if (will_kill_again)
2688 {
2910 object *force; 2689 object *force;
2911 int at; 2690 int at;
2912 2691
2913 force=get_archetype(FORCE_NAME); 2692 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2693 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2694 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2695 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2696 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2697 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2698 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2699 force->resist[at] = 100;
2921 } 2700
2922 insert_ob_in_ob(force, op); 2701 insert_ob_in_ob (force, op);
2923 fix_player(op); 2702 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2703 }
2982 }
2983 play_again(op);
2984 2704
2985 /* peterm: added to create a corpse at deathsite. */ 2705 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2706}
2999 2707
3000 2708static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2709loot_object (object *op)
2710{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2711 object *tmp, *tmp2, *next;
3003 2712
3004 if (op->container) { /* close open sack first */ 2713 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2714
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2715 for (tmp = op->inv; tmp; tmp = next)
2716 {
3009 next=tmp->below; 2717 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2718
3011 remove_ob(tmp); 2719 if (tmp->invisible)
2720 continue;
2721
2722 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2723 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2724
3014 loot_object(tmp); 2725 if (tmp->type == CONTAINER)
3015 } 2726 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2727
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2728 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2729 {
3018 if(tmp->nrof>1) { 2730 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2731 {
3020 free_object(tmp2); 2732 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2733 insert_ob_in_map (tmp, op->map, NULL, 0);
2734 }
2735 else
2736 tmp->destroy ();
2737 }
3022 } else 2738 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2739 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2740 }
3027} 2741}
3028 2742
3029/* 2743/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2744 * fix_weight(): Check recursively the weight of all players, and fix
3031 * 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
3032 * was changed. 2746 * was changed.
3033 */ 2747 */
2748void
2749fix_weight ()
2750{
2751 for_all_players (pl)
2752 {
2753 sint32 old = pl->ob->carrying;
3034 2754
3035void fix_weight(void) { 2755 pl->ob->update_weight ();
3036 player *pl; 2756
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2757 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2758 {
3039 if(old == sum) 2759 pl->ob->update_stats ();
3040 continue; 2760 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2761 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2762 }
3045} 2763}
3046 2764
3047void fix_luck(void) { 2765void
3048 player *pl; 2766fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2767{
2768 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2769 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2770 pl->ob->change_luck (0);
3052} 2771}
3053
3054 2772
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2773/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2774 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2775 * just treat this as any other spell casting object.
3058 */ 2776 */
3059
3060void 2777void
3061cast_dust (object * op, object * throw_ob, int dir) 2778cast_dust (object *op, object *throw_ob, int dir)
3062{ 2779{
3063 object *skop, *spob; 2780 object *skop, *spob;
3064 2781
3065 skop = find_skill_by_name (op, throw_ob->skill); 2782 skop = find_skill_by_name (op, throw_ob->skill);
3066 2783
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2784 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2785 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2786 {
3070 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);
3071 op->name);
3072 return; 2788 return;
3073 } 2789 }
3074 2790
3075 spob = throw_ob->inv; 2791 spob = throw_ob->inv;
3076 2792
3077 // 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
3078 // 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
3079 // errors should be reported as early as possible IMHO) 2795 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2796 if (!spob)
3081 { 2797 {
3082 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);
3083 throw_ob->name, op->name);
3084 return; 2799 return;
3085 } 2800 }
3086 2801
3087 if (op->type == PLAYER) 2802 if (op->type == PLAYER)
3088 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);
3089 2804
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2805 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2806
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2807 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2808}
3096 2809
2810void
3097void make_visible (object *op) { 2811make_visible (object *op)
3098 op->hide = 0; 2812{
2813 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2814 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2815
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2816 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2817 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2818 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2819 op->contr->invis_race = 0;
2820 }
2821
2822 update_object (op, UP_OBJ_CHANGE);
2823}
2824
2825int
2826is_true_undead (object *op)
2827{
2828 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2829 return 1;
2830
3116 return 0; 2831 return 0;
3117} 2832}
3118 2833
3119/* look at the surrounding terrain to determine 2834/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2835 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2836 * indicate greater hideability.
3122 */ 2837 */
3123 2838int
3124int hideability(object *ob) { 2839hideability (object *ob)
2840{
3125 int i,level=0, mflag; 2841 int i, level = 0, mflag;
3126 sint16 x,y; 2842 sint16 x, y;
3127 2843
3128 if(!ob||!ob->map) return 0; 2844 if (!ob || !ob->map)
2845 return 0;
3129 2846
3130 /* so, on normal lighted maps, its hard to hide */ 2847 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2848 level = ob->map->darklevel () - 2;
3132 2849
3133 /* this also picks up whether the object is glowing. 2850 /* this also picks up whether the object is glowing.
3134 * 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
3135 * as bad as carrying a light on a pitch dark map */ 2852 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2853 if (ob->has_carried_lights ())
2854 level = -(10 + (2 * ob->map->darklevel ()));
3137 2855
3138 /* scan through all nearby squares for terrain to hide in */ 2856 /* scan through all nearby squares for terrain to hide in */
3139 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 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2861 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2862 if (mflag & P_OUT_OF_MAP)
2863 continue;
2864
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2865 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2866 level += 2;
3144 else /* open terrain! */ 2867 else /* open terrain! */
3145 level -= 1; 2868 level -= 1;
3146 } 2869 }
3147 2870
3148#if 0 2871#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2872 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2873#endif
3151 return level; 2874 return level;
3152} 2875}
3153 2876
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2877/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2878 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2879 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2880 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2881 */
3159 2882void
3160void do_hidden_move (object *op) { 2883do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2884{
3162 object *skop; 2885 int hide = 0;
3163 2886
3164 if(!op || !op->map) return; 2887 if (!op || !op->map)
2888 return;
3165 2889
3166 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);
3167 2892
3168 /* 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! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2894 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2895 if (!skop || num >= skop->level)
2896 {
3171 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!");
3172 make_visible(op); 2898 make_visible (op);
3173 return; 2899 return;
3174 } else num += 20;
3175 } 2900 }
2901 else
2902 num += 20;
2903
3176 num += op->map->difficulty; 2904 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2905 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2906 num -= hide;
2907
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2908 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2909 {
3180 make_visible(op); 2910 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2911
3182 "You moved out of hiding! You are visible!"); 2912 if (op->type == PLAYER)
2913 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2914 }
3184 else if (op->type == PLAYER && skop) { 2915 else if (op->type == PLAYER && skop)
3185 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);
3186 }
3187} 2917}
3188 2918
3189/* determine if who is standing near a hostile creature. */ 2919/* determine if who is standing near a hostile creature. */
3190 2920
2921int
3191int stand_near_hostile( object *who ) { 2922stand_near_hostile (object *who)
2923{
3192 object *tmp=NULL; 2924 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2925 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2926 maptile *m;
3195 sint16 x,y; 2927 sint16 x, y;
3196 2928
3197 if(!who) return 0; 2929 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2930 return 0;
2931
2932 if (who->type == PLAYER)
2933 player = 1;
2934
2935 else
2936 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2937
2938 /* search adjacent squares */
2939 for (i = 1; i < 9; i++)
2940 {
2941 x = who->x + freearr_x[i];
2942 y = who->y + freearr_y[i];
2943 m = who->map;
2944 mflags = get_map_flags (m, &m, x, y, &x, &y);
2945 /* space must be blocked if there is a monster. If not
2946 * blocked, don't need to check this space.
2947 */
2948 if (mflags & P_OUT_OF_MAP)
2949 continue;
2950 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2951 continue;
2952
2953 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2954 {
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)
2961 return 1;
2962 }
2963 }
2964 }
2965 return 0;
3227} 2966}
3228 2967
3229/* check the player los field for viewability of the 2968/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2969 * object op. This function works fine for monsters,
3231 * 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
3232 * a pile (say a coin under a table would return "viewable" 2971 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2972 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2973 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2974 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2975 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2976 * imply the way your head, or body is facing? It's possible
3238 * 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.
3239 * -b.t. 2978 * -b.t.
3240 * This function is now map tiling safe. 2979 * This function is now map tiling safe.
3241 */ 2980 */
3242 2981int
3243int player_can_view (object *pl,object *op) { 2982player_can_view (object *pl, object *op)
2983{
3244 rv_vector rv; 2984 rv_vector rv;
3245 int dx,dy; 2985 int dx, dy;
3246 2986
3247 if(pl->type!=PLAYER) { 2987 if (pl->type != PLAYER)
2988 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2989 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 2990 return -1;
3274 op = op->more;
3275 } 2991 }
2992
2993 if (!pl || !op)
3276 return 0; 2994 return 0;
3277}
3278 2995
3279/* routine for both players and monsters. We call this when 2996 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2997
3281 * place or invisiblity spell. Artefact invisiblity is not 2998 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2999
3283 * 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.
3284 */ 3005 */
3285int 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;
3286 3010
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3011 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3012 return 1;
3297 } 3013
3014 op = op->more;
3298 } 3015 }
3016
3299 return 0; 3017 return 0;
3300} 3018}
3301 3019
3302/* op_on_battleground - checks if the given object op (usually 3020/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3021 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3022 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3023 * -exit-coord. (and if x, y not NULL)
3306 * 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
3307 * 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
3308 * 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
3309 */ 3027 */
3028int
3310int op_on_battleground (object *op, int *x, int *y) { 3029op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3030{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3031 /* A battleground-tile needs the following attributes to be valid:
3314 * 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),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3033 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3034 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3035 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3036 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3037 for (object *tmp = op->below; tmp; tmp = tmp->below)
3038 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3039 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3040 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3041 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3042 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3043 && tmp->name == shstr_battleground
3044 && EXIT_X (tmp) && EXIT_Y (tmp))
3045 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3046 /* before we assign the exit, check if this is a teambattle */
3325 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))
3326 object *invtmp; 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3049 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3050 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3051 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3052 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3053
3054 return 1;
3055 }
3056
3057 if (x && y)
3058 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3059
3332 return 1; 3060 return 1;
3333 } 3061 }
3334 } 3062 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3063 }
3340 } 3064
3341 }
3342 /* If we got here, did not find a battleground */ 3065 /* If we got here, did not find a battleground */
3343 return 0; 3066 return 0;
3344} 3067}
3345 3068
3346/* 3069/*
3350 * attributes: 3073 * attributes:
3351 * object *who the dragon player 3074 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3075 * int atnr the attack-number of the ability focus
3353 * int level ability level 3076 * int level ability level
3354 */ 3077 */
3078void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3079dragon_ability_gain (object *who, int atnr, int level)
3080{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3081 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3082 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3083 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3084 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3085 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3086 int i = 0, j = 0;
3362 3087
3363 /* get the appropriate treasurelist */ 3088 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3089 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3090 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3091 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3092 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3093 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3094 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3095 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3096 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3097
3373 if (trlist == NULL || who->type != PLAYER) 3098 if (trlist == NULL || who->type != PLAYER)
3374 return; 3099 return;
3375 3100
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3101 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3102
3378 3103 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3104 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3105 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3106 return;
3382 } 3107 }
3383 3108
3384 /* everything seems okay - now bring on the gift: */ 3109 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3110 item = tr->item;
3386 3111
3387 if (item->type == SPELL) { 3112 if (item->type == SPELL)
3113 {
3388 if (check_spell_known (who, item->name)) 3114 if (check_spell_known (who, item->name))
3389 return; 3115 return;
3390 3116
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3117 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3118 do_learn_spell (who, item, 0);
3393 return; 3119 return;
3394 } 3120 }
3395 3121
3396 /* grant direct spell */ 3122 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3123 if (item->type == SPELLBOOK)
3124 {
3398 if (!item->inv) { 3125 if (!item->inv)
3126 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3127 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3128 return;
3402 } 3129 }
3403 if (check_spell_known (who, item->inv->name)) 3130 if (check_spell_known (who, item->inv->name))
3404 return; 3131 return;
3405 if (item->invisible) { 3132 if (item->invisible)
3133 {
3406 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);
3407 do_learn_spell (who, item->inv, 0); 3135 do_learn_spell (who, item->inv, 0);
3408 return; 3136 return;
3409 } 3137 }
3410 } 3138 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3139 else if (item->type == SKILL_TOOL && item->invisible)
3140 {
3412 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 {
3413 3143
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3144 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * 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
3416 * 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,
3417 * but not all of them, he gets nothing. 3147 * but not all of them, he gets nothing.
3418 */ 3148 */
3419 if (!(skop->attacktype & item->attacktype)) { 3149 if (!(skop->attacktype & item->attacktype))
3150 {
3420 /* Give new attacktype */ 3151 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3152 skop->attacktype |= item->attacktype;
3422 3153
3423 /* always add physical if there's none */ 3154 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3155 skop->attacktype |= AT_PHYSICAL;
3425 3156
3426 if (item->msg != NULL) 3157 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3158 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3159
3429 /* Give player new face */ 3160 /* Give player new face */
3430 if (item->animation_id) { 3161 if (item->animation_id)
3162 {
3431 who->face = skop->face; 3163 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3164 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3165 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3166 who->last_anim = 0;
3435 who->state = 0; 3167 who->state = 0;
3436 animate_object(who, who->direction); 3168 animate_object (who, who->direction);
3437 } 3169 }
3170 }
3171 }
3438 } 3172 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3173 else if (item->type == FORCE)
3174 {
3442 /* forces in the treasurelist can alter the player's stats */ 3175 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3176 object *skin;
3177
3444 /* first get the dragon skin force */ 3178 /* first get the dragon skin force */
3445 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)
3446 skin=skin->below); 3180 ;
3447 if (skin == NULL) return; 3181
3448 3182 if (!skin)
3183 return;
3184
3449 /* adding new spellpath attunements */ 3185 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3186 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3187 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3188 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3189
3453 /* print message */ 3190 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3191 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3192 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3193 {
3457 if (j) 3194 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3195 {
3459 else 3196 if (j)
3460 j = 1; 3197 strcat (buf, " and ");
3198 else
3199 j = 1;
3461 strcat(buf, spellpathnames[i]); 3200 strcat (buf, spellpathnames[i]);
3462 } 3201 }
3463 } 3202 }
3464 strcat(buf,"."); 3203 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3204 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3205 }
3467 3206
3468 /* evtl. adding flags: */ 3207 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3208 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3209 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3210 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3211 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3212 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3213 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3214
3476 /* print message if there is one */ 3215 /* print message if there is one */
3477 if (item->msg != NULL) 3216 if (item->msg != NULL)
3478 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
3479 } 3220 {
3480 else {
3481 /* generate misc. treasure */ 3221 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3222 tmp = tr->item->instance ();
3483 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));
3484 tmp = insert_ob_in_ob (tmp, who); 3224 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3225 }
3488} 3226}
3489 3227
3490/** 3228/**
3491 * 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
3492 * not readied. 3230 * not readied.
3493 */ 3231 */
3232void
3494void player_unready_range_ob(player *pl, object *ob) { 3233player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3234{
3235 if (pl->ob->current_weapon == ob)
3236 pl->ob->current_weapon = 0;
3496 3237
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3238 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3239 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3240
3500 if (pl->shoottype == i) { 3241 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3242 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 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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