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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 2006 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
122 { 147 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 148 case SKILL:
124 break; 149 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; 150 break;
167 } 151
168 strncat(news+size,buf,HUGE_BUF-size); 152 case SPELL:
169 size+=strlen(buf); 153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
170 } 166 }
171 } 167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
172 184 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 185 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 186 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180
181int playername_ok(const char *cp) {
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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207
208 if (!p)
209 { 187 }
210 p = new player;
211 188
212 /* This adds the player in the linked list. There is extra 189 if (ns)
213 * complexity here because we want to add the new player at the
214 * end of the list - there is in fact no compelling reason that
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225
226 p->next = NULL;
227 } 190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
228 193
229 /* Clears basically the entire player structure except 194 INVOKE_PLAYER (DISCONNECT, this);
230 * for next and socket.
231 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod));
233 p->attachable_clear ();
234 195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
235 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 243 * we deal with that below this point.
237 */ 244 */
238 p->party = NULL; 245 outputs_sync = 4;
239 p->outputs_sync = 16; /* Every 2 seconds */ 246 outputs_count = 4;
240 p->outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 248
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 249 savebed_map = first_map_path; /* Init. respawn position */
249 250
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 251 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none;
266 p->bowtype = bow_normal; 252 bowtype = bow_normal;
267 p->petmode = pet_normal; 253 petmode = pet_normal;
268 p->listening = 10;
269 p->usekeys = containers; 254 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 255 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 256 do_los = 1;
273 p->explore = 0;
274 p->no_shout = 0; /* default can shout */
275 257
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 258 weapon_sp = 1.0f;
277 p->title[sizeof (p->title) - 1] = '\0'; 259 weapon_sp_left = 0.5f;
278 op->race = op->arch->clone.race; 260}
279 261
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 262void
263player::do_destroy ()
264{
265 disconnect ();
281 266
282 /* we need to clear these to -1 and not zero - otherwise, 267 attachable::do_destroy ();
283 * if a player quits and starts a new character, we wont 268
284 * send new values to the client, as things like exp start 269 if (ob)
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 270 {
292 for (i = 0; i < NROFATTACKS; i++) 271 ob->destroy_inv (false);
272 ob->destroy ();
293 { 273 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298 274
299 p->socket.update_look = 0; 275 ob = observe = viewpoint = 0;
300 p->socket.look_position = 0;
301 return p;
302} 276}
303 277
304/* This loads the first map an puts the player on it. */ 278player::~player ()
305static void set_first_map(object *op)
306{ 279{
307 strcpy(op->contr->maplevel, first_map_path); 280 /* Clear item stack */
308 op->x = -1; 281 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} 282}
342 283
343/* 284/*
344 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
347 */ 288 */
289static archetype *
348archetype *get_player_archetype(archetype* at) 290get_player_archetype (archetype *at)
349{ 291{
350 archetype *start = at; 292 // archetypes could have been reloaded
293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
294
295 if (!nat)
296 return at;
297
298 archvec::iterator i = archetypes.find (nat);
299
351 for (;;) { 300 for (;;)
352 if (at==NULL || at->next==NULL)
353 at=first_archetype;
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at;
358 if (at == start) {
359 LOG (llevError, "No Player archetypes\n");
360 exit (-1);
361 }
362 } 301 {
363} 302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
364 306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
310}
365 311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
330}
331
332object *
366object *get_nearest_player(object *mon) { 333get_nearest_player (object *mon)
334{
367 object *op = NULL; 335 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 336 objectlink *ol;
370 unsigned lastdist; 337 unsigned lastdist;
371 rv_vector rv; 338 rv_vector rv;
372 339
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 341 {
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)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 343 continue;
400 344
401 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
346 {
402 op=ol->ob; 347 op = ol->ob;
403 lastdist=rv.distance; 348 lastdist = rv.distance;
404 } 349 }
405 } 350 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 351
352 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 353 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 354 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 355 {
414 } 356 op = pl->ob;
357 lastdist = rv.distance;
358 }
359
415#if 0 360#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 362#endif
418 return op; 363 return op;
419} 364}
420 365
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 366/* 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 367 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 368 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 382 * 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 383 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 384 * is probably not a good thing.
440 */ 385 */
441#define MAX_SPACES 50 386#define MAX_SPACES 50
442
443 387
444/* 388/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * 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 390 * 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 391 * 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. 404 * 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, 405 * 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 406 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 407 * is blocking itself.
464 */ 408 */
409int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 410path_to_player (object *mon, object *pl, unsigned mindiff)
411{
466 rv_vector rv; 412 rv_vector rv;
467 sint16 x,y; 413 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 414 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 415 maptile *m, *lastmap;
470 416
471 get_rangevector(mon, pl, &rv, 0); 417 get_rangevector (mon, pl, &rv, 0);
472 418
473 if (rv.distance<mindiff) return 0; 419 if (rv.distance < mindiff)
420 return 0;
474 421
475 x=mon->x; 422 x = mon->x;
476 y=mon->y; 423 y = mon->y;
477 m=mon->map; 424 m = mon->map;
478 dir = rv.direction; 425 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 426 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); 427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
428
481 /* If we can't solve it within the search distance, return now. */ 429 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0; 430 if (diff > max)
431 return 0;
432
483 while (diff >1 && max>0) { 433 while (diff > 1 && max > 0)
434 {
484 lastx = x; 435 lastx = x;
485 lasty = y; 436 lasty = y;
486 lastmap = m; 437 lastmap = m;
487 x = lastx + freearr_x[dir]; 438 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 439 y = lasty + freearr_y[dir];
489 440
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 441 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); 442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 443
493 /* Space is blocked - try changing direction a little */ 444 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 445 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)))) { 446 && (m == mon->map && blocked_link (mon, m, x, y))))
447 {
496 /* recalculate direction from last good location. Possible 448 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 449 * we were not traversing ideal location before.
498 */ 450 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 452 if (rv.direction != dir)
453 {
501 /* OK - says direction should be different - lets reset the 454 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 455 * the values so it will try again.
503 */ 456 */
504 x = lastx; 457 x = lastx;
505 y = lasty; 458 y = lasty;
506 m = lastmap; 459 m = lastmap;
507 dir = firstdir = rv.direction; 460 dir = firstdir = rv.direction;
461 }
508 } else { 462 else
463 {
509 /* direct path is blocked - try taking a side step to 464 /* direct path is blocked - try taking a side step to
510 * either the left or right. 465 * either the left or right.
511 * Note increase the values in the loop below to be 466 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 467 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 468 * 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 469 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 470 * stepping back and forth
516 */ 471 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 {
474 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 475 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 476 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 477 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 478 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 479 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 480 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 481 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and 482 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains 483 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 484 * the last direction the creature has successfully
528 * moved. 485 * moved.
529 */ 486 */
530 487
531 x = lastx + freearr_x[absdir(lastdir+i)]; 488 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 489 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 490 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 491 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 492 if (mflags & P_OUT_OF_MAP)
493 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 494 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 495 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
496 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 497 if (mflags & P_BLOCKSVIEW)
498 continue;
539 499
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 500 if (m == mon->map && blocked_link (mon, m, x, y))
501 break;
541 } 502 }
542 /* go through entire loop without finding a valid 503 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 504 * sidestep to take - thus, no valid path.
544 */ 505 */
545 if (i==(DETOUR_AMOUNT+1)) 506 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 507 return 0;
547 diff--; 508 diff--;
548 lastdir=dir; 509 lastdir = dir;
549 max--; 510 max--;
550 if (!firstdir) firstdir = dir+i; 511 if (!firstdir)
512 firstdir = dir + i;
551 } /* else check alternate directions */ 513 } /* else check alternate directions */
552 } /* if blocked */ 514 } /* if blocked */
553 else { 515 else
516 {
554 /* we moved towards creature, so diff is less */ 517 /* we moved towards creature, so diff is less */
555 diff--; 518 diff--;
556 max--; 519 max--;
557 lastdir=dir; 520 lastdir = dir;
521 if (!firstdir)
558 if (!firstdir) firstdir = dir; 522 firstdir = dir;
523 }
524
525 if (diff <= 1)
559 } 526 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 527 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 528 * headed toward player for entire distance.
563 */ 529 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 530 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); 531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
566 } 532 }
567 if (diff>max) return 0; 533
534 if (diff > max)
535 return 0;
568 } 536 }
537
569 /* If we reached the max, didn't find a direction in time */ 538 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0; 539 if (!max)
540 return 0;
571 541
572 return firstdir; 542 return firstdir;
573} 543}
574 544
545void
575void give_initial_items(object *pl,treasurelist *items) { 546give_initial_items (object *pl, treasurelist *items)
576 object *op,*next=NULL; 547{
577
578 if(pl->randomitems!=NULL) 548 if (pl->randomitems)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 550
581 for (op=pl->inv; op; op=next) { 551 for (object *next, *op = pl->inv; op; op = next)
552 {
582 next = op->below; 553 next = op->below;
583 554
584 /* Forces get applied per default, unless they have the 555 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way 556 * flag "neutral" set. Sorry but I can't think of a better way
586 */ 557 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 559 SET_FLAG (op, FLAG_APPLIED);
589 560
590 /* we never give weapons/armour if these cannot be used 561 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 562 * by this player due to race restrictions
592 */ 563 */
593 if (pl->type == PLAYER) { 564 if (pl->type == PLAYER)
565 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
595 (op->type == ARMOUR || op->type == BOOTS || 568 (op->type == ARMOUR || op->type == BOOTS
596 op->type == CLOAK || op->type == HELMET || 569 || op->type == CLOAK || op->type == HELMET
597 op->type == SHIELD || op->type == GLOVES || 570 || op->type == SHIELD || op->type == GLOVES
598 op->type == BRACERS || op->type == GIRDLE)) || 571 || op->type == BRACERS || op->type == GIRDLE))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { 572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 573 {
604 } 574 op->destroy ();
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; 575 continue;
624 } 576 }
625 if (op->nrof > 1) op->nrof = 1; 577 }
578
579 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex
582 */
583 if (op->type == SKILL)
626 } 584 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name)
587 {
588 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break;
592 }
627 593
594 if (op->nrof > 1)
595 op->nrof = 1;
596 }
597
628 if (op->type == SPELLBOOK && op->inv) { 598 if (op->type == SPELLBOOK && op->inv)
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 }
631 600
632 /* Give starting characters identified, uncursed, and undamned 601 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be 602 * items. Just don't identify gold or silver, or it won't be
634 * merged properly. 603 * merged properly.
635 */ 604 */
636 if (need_identify(op)) { 605 if (need_identify (op))
606 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 607 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 608 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 609 CLEAR_FLAG (op, FLAG_DAMNED);
610 }
611
612 if (op->type == SPELL)
640 } 613 {
641 if(op->type==SPELL) { 614 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 615 continue;
616 }
617 else if (op->type == SKILL)
645 } 618 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 620 op->stats.exp = 0;
649 op->level = 1; 621 op->level = 1;
650 } 622 }
651 /* lock all 'normal items by default */ 623 else /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED); 624 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 625 } /* for loop of objects in player inv */
654 626
655 /* Need to set up the skill pointers */ 627 /* Need to set up the skill pointers */
656 link_player_skills(pl); 628 pl->contr->link_skills ();
657} 629}
658 630
659void get_name(object *op) { 631void
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 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 632get_party_password (object *op, partylist *party)
633{
732 if (party == NULL) { 634 if (party == NULL)
635 {
733 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return; 637 return;
735 } 638 }
639
736 op->contr->write_buf[0]='\0'; 640 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
739 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
740} 644}
741
742 645
743/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744int roll_stat(void) { 647static int
648roll_stat ()
649{
745 int a[4],i,j,k; 650 int a[4], i, j, k;
746 651
747 for(i=0;i<4;i++) 652 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 653 a[i] = (int) rndm (6) + 1;
749 654
750 for(i=0,j=0,k=7;i<4;i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 656 if (a[i] < k)
752 k=a[i],j=i; 657 k = a[i], j = i;
753 658
754 for(i=0,k=0;i<4;i++) { 659 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 660 if (i != j)
756 k+=a[i]; 661 k += a[i];
757 } 662
758 return k; 663 return k;
759} 664}
760 665
761void roll_stats(object *op) { 666void
667object::roll_stats ()
668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
762 int sum=0; 673 int sum = 0;
763 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
764 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
765 676
766 do { 677 if (sum >= 82 && sum <= 116)
767 op->stats.Str=roll_stat(); 678 break;
768 op->stats.Dex=roll_stat(); 679 }
769 op->stats.Int=roll_stat();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 680
779 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 683
788 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
801 op->stats.Dex = statsort[1];
802 op->stats.Con = statsort[2];
803 op->stats.Int = statsort[3];
804 op->stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6];
807 686
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 687 stats.exp = 0;
819 op->stats.ac=0; 688 stats.ac = 0;
820 689
690 stats.hp = stats.maxhp;
691 stats.sp = stats.maxsp;
692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
821 op->contr->levhp[1] = 9; 696 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 697 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 698 contr->levgrace[1] = 3;
824 699
825 fix_player(op); 700 contr->orig_stats = stats;
701 }
702}
703
704void
705object::swap_stats (int a, int b)
706{
707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
708
709 for (int i = 0; i < NUM_STATS; ++i)
710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
826 op->stats.hp = op->stats.maxhp; 720 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 721 stats.sp = stats.maxsp;
828 op->stats.grace = op->stats.maxgrace; 722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
829 op->contr->orig_stats=op->stats; 730 contr->orig_stats = stats;
731 }
830} 732}
831 733
832void Roll_Again(object *op) 734static void
735start_info (object *op)
833{ 736{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
842 738
843 if ( op->contr->Swap_First == -1 ) { 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str;
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf);
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 741}
951 742
952/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
956 * not the class. 747 * not the class.
957 */ 748 */
958 749void
959int key_change_class(object *op, char key) 750player::chargen_race_done ()
960{ 751{
961 int tmp_loop;
962
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') {
969 char buf[MAX_BUF];
970
971 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 753 esrv_new_player (ob->contr);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 754
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl)
757 create_treasure (tl, ob, 0, 0, 0);
758
975 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
977 761
978 op->contr->state=ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
979 763
980 if (op->msg) 764 if (ob->msg)
981 op->msg=NULL; 765 ob->msg = 0;
982 766
983 /* We create this now because some of the unique maps will need it
984 * to save here.
985 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name);
987 make_path_to_file(buf);
988
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 767 start_info (ob);
993 CLEAR_FLAG(op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 769 give_initial_items (ob, ob->randomitems);
995 link_player_skills(op);
996 esrv_send_inventory(op, op); 770 esrv_send_inventory (ob, ob);
997 fix_player(op); 771 ob->update_stats ();
998 772
999 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1000 * is one for this race 774 * is one for this race
1001 */ 775 */
1002 if(*first_map_ext_path) { 776 if (*first_map_ext_path)
1003 object *tmp; 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1004 mapstruct *oldmap = op->map; 778 else
1005 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s",
1007 first_map_ext_path, &op->arch->name);
1008 tmp=get_object();
1009 EXIT_PATH(tmp) = mapname;
1010 EXIT_X(tmp) = op->x;
1011 EXIT_Y(tmp) = op->y;
1012 enter_exit(op,tmp); /* we don't really care if it succeeded;
1013 * if the map isn't there, then stay on the
1014 * default initial map */
1015 free_object(tmp);
1016 } else {
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 780}
1019 return 0;
1020 }
1021 781
782void
783player::chargen_race_next ()
784{
1022 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1024 */ 787 */
1025 788
1026 tmp_loop = 0; 789 do
1027 while(!tmp_loop) { 790 {
1028 shstr name = op->name; 791 shstr name = ob->name;
1029 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
793
1030 remove_statbonus(op); 794 ob->remove_statbonus ();
1031 remove_ob (op); 795 ob->remove ();
1032 op->arch = get_player_archetype(op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1033 copy_object (&op->arch->clone, op); 797 ob->arch->copy_to (ob);
1034 op->instantiate (); 798 ob->instantiate ();
1035 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1036 op->name = op->name_pl = name; 800 ob->name = ob->name_pl = name;
1037 op->x = x; 801 ob->x = x;
1038 op->y = y; 802 ob->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 805 assign (ob->contr->title, ob->arch->object::name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 806 ob->add_statbonus ();
1044 tmp_loop=allowed_class(op);
1045 } 807 }
808 while (!allowed_class (ob));
809
1046 update_object(op,UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 811 esrv_update_item (UPD_FACE, ob, ob);
1048 fix_player(op); 812 ob->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1051 op->stats.grace=0; 815 ob->stats.grace = 0;
1052 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg);
1054 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1055 return 0;
1056} 816}
1057 817
1058int key_confirm_quit(object *op, char key) 818static void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 819flee_player (object *op)
820{
1104 int dir,diff; 821 int dir, diff;
1105 rv_vector rv; 822 rv_vector rv;
1106 823
1107 if(op->stats.hp < 0) { 824 if (op->stats.hp < 0)
825 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1109 CLEAR_FLAG(op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
828 return;
829 }
830
831 if (!op->enemy)
832 {
833 LOG (llevDebug, "Fleeing player had no enemy.\n");
834 CLEAR_FLAG (op, FLAG_SCARED);
835 return;
836 }
837
838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 {
840 op->enemy = NULL;
841 CLEAR_FLAG (op, FLAG_SCARED);
842 return;
843 }
844
845 get_rangevector (op, op->enemy, &rv, 0);
846
847 dir = absdir (4 + rv.direction);
848 for (diff = 0; diff < 3; diff++)
849 {
850 int m = 1 - rndm (2) * 2;
851
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1110 return; 853 return;
1111 } 854 }
1112 855
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 858 op->enemy = NULL;
1147} 859}
1148
1149 860
1150/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* check_pick sees if there is stuff to be picked up/picks up stuff.
1151 * IT returns 1 if the player should keep on moving, 0 if he should 862 * It returns 1 if the player should keep on moving, 0 if he should
1152 * stop. 863 * stop.
1153 */ 864 */
865int
1154int check_pick(object *op) { 866check_pick (object *op)
867{
1155 object *tmp, *next; 868 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 869 int stop = 0;
1158 int j, k, wvratio; 870 int wvratio;
1159 char putstring[128], tmpstr[16];
1160 871
1161
1162 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1164 return 1; 874 return 1;
1165 875
1166 op_tag = op->count;
1167
1168 next = op->below; 876 next = op->below;
1169 if (next) 877
1170 next_tag = next->count; 878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1171 880
1172 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1173 * destroyed */ 882 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 883 while (next && !next->destroyed ())
1175 { 884 {
1176 tmp = next; 885 tmp = next;
1177 next = tmp->below; 886 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 887
1181 if (was_destroyed (op, op_tag)) 888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
894 if (op->destroyed ())
1182 return 0; 895 return 0;
1183 896
1184 if ( ! can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1185 continue; 898 continue;
1186 899
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 901 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1191 continue; 905 continue;
1192 }
1193
1194 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) {
1196 switch (op->contr->mode) {
1197 case 0: return 1; /* don't pick up */
1198 case 1: pick_up (op, tmp);
1199 return 1;
1200 case 2: pick_up (op, tmp);
1201 return 0;
1202 case 3: return 0; /* stop before pickup */
1203 case 4: pick_up (op, tmp);
1204 break;
1205 case 5: pick_up (op, tmp);
1206 stop = 1;
1207 break;
1208 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp);
1212 break;
1213
1214 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp);
1217 break;
1218
1219 default:
1220 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp);
1226 } 906 }
1227 } 907
1228 else { /* old model */
1229 /* NEW pickup handling */ 908 /* pickup handling */
1230 if(op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
1231 { 910 {
1232 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL) 912 const char *str = tmp->name
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 915 : format ("item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
917
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 }
1253 } 919 }
1254 }
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1256 920
1257#if 0 921 if (op->contr->mode & PU_INHIBIT)
1258 /* print the flags too */ 922 return 1;
1259 for(k=0;k<4;k++) 923
1260 { 924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 925 return 1;
1262 for(j=0;j<32;j++) 926
1263 {
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1265 if(!((j+1)%4))fprintf(stderr," ");
1266 }
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif
1270 }
1271 /* philosophy: 927 /* philosophy:
1272 * It's easy to grab an item type from a pile, as long as it's 928 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups 929 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a 930 * and selections, select-items should be used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for 931 * grab-as-you-run type mode that's really useful for arrows for
1276 * example. 932 * example.
1277 * The drawback: right now it has no frontend, so you need to 933 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then 934 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#> 935 * convert to decimal and then 'pickup <#>
1282 /* the first two modes are exclusive: if NOTHING we return, if 938 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially, 939 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */ 940 * meaning if any test passes, the item gets picked up. */
1285 941
1286 /* if mode is set to pick nothing up, return */ 942 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1; 943 if (op->contr->mode == PU_NOTHING)
944 return 1;
1289 945
1290 /* if mode is set to stop when encountering objects, return */ 946 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick 947 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */ 948 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0; 949 if (op->contr->mode & PU_STOP)
950 return 0;
1295 951
1296 /* useful for going into stores and not losing your settings... */ 952 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while 953 /* and for battles wher you don't want to get loaded down while
1298 * fighting */ 954 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1; 955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
1300 957
1301 /* prevent us from turning into auto-thieves :) */ 958 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
1303 961
1304 /* ignore known cursed objects */ 962 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
1306 965
1307 /* all food and drink if desired */ 966 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */ 967 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD) 968 if (op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD) 969 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
1312 if(op->contr->mode & PU_DRINK) 975 if (op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1315 981
1316 if(op->contr->mode & PU_POTION) 982 if (op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION) 983 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
1319 988
1320 /* spellbooks, skillscrolls and normal books/scrolls */ 989 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK) 990 if (op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK) 991 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
1324 if(op->contr->mode & PU_SKILLSCROLL) 997 if (op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL) 998 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1327 if(op->contr->mode & PU_READABLES) 1004 if (op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL) 1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1330 1010
1331 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1335 1021
1336 /* pick up all magical items */ 1022 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1340 1030
1341 if(op->contr->mode & PU_VALUABLES) 1031 if (op->contr->mode & PU_VALUABLES)
1342 { 1032 {
1343 if (tmp->type == MONEY || tmp->type == GEM) 1033 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1345 } 1038 }
1346 1039
1347 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 /* we don't forget dragon food */
1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1351 1058
1352 /* bows and arrows. Bows are good for selling! */ 1059 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW) 1060 if (op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW) 1061 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1356 if(op->contr->mode & PU_ARROW) 1067 if (op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW) 1068 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1359 1073
1360 /* all kinds of armor etc. */ 1074 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR) 1075 if (op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR) 1076 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1364 if(op->contr->mode & PU_HELMET) 1082 if (op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET) 1083 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1367 if(op->contr->mode & PU_SHIELD) 1089 if (op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD) 1090 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1370 if(op->contr->mode & PU_BOOTS) 1096 if (op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS) 1097 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1373 if(op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1376 if(op->contr->mode & PU_CLOAK) 1110 if (op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK) 1111 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1379 1116
1380 /* hoping to catch throwing daggers here */ 1117 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON) 1118 if (op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1384 1124
1385 /* careful: chairs and tables are weapons! */ 1125 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON) 1126 if (op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 } 1127 {
1394 if(tmp->type == WEAPON && tmp->name==NULL) 1128 if (tmp->type == WEAPON)
1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1395 { 1134 }
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401 1135
1402 /* misc stuff that's useful */ 1136 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY) 1137 if (op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1406 1143
1407 /* any of the last 4 bits set means we use the ratio for value 1144 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */ 1145 * pickups */
1409 if(op->contr->mode & PU_RATIO) 1146 if (op->contr->mode & PU_RATIO)
1410 { 1147 {
1411 /* use value density to decide what else to grab */ 1148 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */ 1149 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits 1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */ 1151 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5; 1152 wvratio = op->contr->mode & PU_RATIO;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1417 { 1154 {
1418 pick_up(op, tmp);
1419#if 0 1155#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) { 1157 if (tmp->name != NULL)
1158 {
1422 fprintf(stderr,"%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1423 } 1160 }
1161 else
1424 else fprintf(stderr,"%s",tmp->arch->name); 1162 fprintf (stderr, "%s", tmp->arch->archname);
1425 fprintf(stderr,",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1427#endif 1165#endif
1166 CHK_PICK_PICKUP;
1428 continue; 1167 continue;
1429 } 1168 }
1169 } /* the new pickup model */
1430 } 1170 }
1431 } /* the new pickup model */ 1171
1432 }
1433 return ! stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1434} 1208}
1435 1209
1436/* 1210/*
1437 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1213 * found object is returned.
1440 */ 1214 */
1215static object *
1441object *find_arrow(object *op, const char *type) 1216find_arrow (object *op, const char *type)
1442{ 1217{
1443 object *tmp = NULL; 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1444 1221
1445 for(op=op->inv; op; op=op->below) 1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1447 QUERY_FLAG(op,FLAG_APPLIED)) 1224 if (object *arrow = find_arrow (tmp, type))
1448 tmp = find_arrow (op, type); 1225 {
1449 else if (op->type==ARROW && op->race==type) 1226 splay (tmp);
1450 return op; 1227 return arrow;
1228 }
1229
1451 return tmp; 1230 return 0;
1452} 1231}
1453 1232
1454/* 1233/*
1455 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1456 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1457 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1458 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1459 */ 1238 */
1460 1239static object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1462{ 1241{
1463 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1465 1244
1466 if (!type) 1245 if (!type)
1467 return NULL; 1246 return NULL;
1468 1247
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1248 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1249 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1251 {
1472 i = 0; 1252 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1474 if (i > betterby) { 1255 if (i > betterby)
1256 {
1475 tmp = ntmp; 1257 tmp = ntmp;
1476 betterby = i; 1258 betterby = i;
1477 } 1259 }
1260 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1261 else if (arrow->type == ARROW && arrow->race == type)
1262 {
1479 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1264 if (target->race && arrow->slaying.contains (target->race))
1481 strstr(arrow->slaying, target->race)) { 1265 {
1482 if (arrow->attacktype & AT_DEATH) { 1266 if (arrow->attacktype & AT_DEATH)
1267 {
1483 *better = 100; 1268 *better = 100;
1484 return arrow; 1269 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1270 }
1489 } else { 1271 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1272 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1273 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1274 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1275 }
1506 } 1276 }
1277 else
1278 {
1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1280 {
1281 attacktype = 1 << attacknum;
1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1284 {
1285 tmp = arrow;
1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1287 }
1288 }
1289
1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1291 {
1292 tmp = arrow;
1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1294 }
1295
1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1297 {
1298 tmp = arrow;
1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1300 }
1507 } 1301 }
1302 }
1508 } 1303 }
1304
1509 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1306 return find_arrow (op, type);
1511 1307
1512 *better = betterby; 1308 *better = betterby;
1513 return tmp; 1309 return tmp;
1514} 1310}
1515 1311
1516/* looks in a given direction, finds the first valid target, and calls 1312/* looks in a given direction, finds the first valid target, and calls
1517 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1314 * op = the shooter
1519 * type = bow->race 1315 * type = bow->race
1520 * dir = fire direction 1316 * dir = fire direction
1521 */ 1317 */
1522 1318static object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1524{ 1320{
1525 object *tmp = NULL; 1321 object *tmp = NULL;
1526 mapstruct *m; 1322 maptile *m;
1527 int i, mflags, found, number; 1323 int i, mflags, found, number;
1528 sint16 x, y; 1324 sint16 x, y;
1529 1325
1530 if (op->map == NULL) 1326 if (op->map == NULL)
1531 return find_arrow(op, type); 1327 return find_arrow (op, type);
1532 1328
1533 /* do a dex check */ 1329 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1330 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1331 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1536 return find_arrow(op, type); 1332 return find_arrow (op, type);
1537 1333
1538 m = op->map; 1334 m = op->map;
1539 x = op->x; 1335 x = op->x;
1540 y = op->y; 1336 y = op->y;
1541 1337
1542 /* find the first target */ 1338 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1339 for (i = 0, found = 0; i < 20; i++)
1340 {
1544 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1346 {
1548 tmp = NULL; 1347 tmp = 0;
1348 break;
1349 }
1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1351 {
1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1353 * perhaps a bad assumption.
1354 */
1355 tmp = 0;
1356 break;
1357 }
1358
1359 if (mflags & P_IS_ALIVE)
1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1549 break; 1362 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1363 }
1567 if (tmp == NULL) 1364
1365 if (!tmp)
1568 return find_arrow(op, type); 1366 return find_arrow (op, type);
1569 1367
1570 if (tmp->head) 1368 if (tmp->head)
1571 tmp = tmp->head; 1369 tmp = tmp->head;
1572 1370
1573 return find_better_arrow(op, tmp, type, &i); 1371 return find_better_arrow (op, tmp, type, &i);
1574} 1372}
1575 1373
1576/* 1374/*
1577 * Creature fires a bow - op can be monster or player. Returns 1375 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1376 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1379 * dir is the direction of fire.
1582 * wc_mod is any special modifier to give (used in special player fire modes) 1380 * wc_mod is any special modifier to give (used in special player fire modes)
1583 * sx, sy are coordinates to fire arrow from - also used in some of the special 1381 * sx, sy are coordinates to fire arrow from - also used in some of the special
1584 * player fire modes. 1382 * player fire modes.
1585 */ 1383 */
1384int
1586int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1587 sint16 sx, sint16 sy)
1588{ 1386{
1589 object *left, *bow; 1387 object *left, *bow;
1590 tag_t left_tag, tag; 1388 int mflags;
1591 int bowspeed, mflags; 1389 maptile *m;
1592 mapstruct *m;
1593 1390
1594 if (!dir) { 1391 if (!dir)
1392 {
1595 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1596 return 0; 1394 return 0;
1395 }
1396
1397 if (op->contr)
1398 bow = op->current_weapon;
1399 else
1597 } 1400 {
1598 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow];
1600 else {
1601 for(bow=op->inv; bow; bow=bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1602 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1603 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1604 */ 1404 */
1605 if(bow->type==BOW) 1405 if (bow->type == BOW)
1606 break; 1406 break;
1607 1407
1608 if (!bow) { 1408 if (!bow)
1409 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1411 return 0;
1611 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1612 } 1416 }
1417
1613 if( !bow->race || !bow->skill) { 1418 if (!bow->race || !bow->skill)
1419 {
1614 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1615 return 0; 1421 return 0;
1616 } 1422 }
1617 1423
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619
1620 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623 if (bowspeed < 1)
1624 bowspeed = 1;
1625
1626 if (arrow == NULL) { 1424 if (arrow == NULL)
1425 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1427 {
1628 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1632 else 1431 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1634 return 0; 1434 return 0;
1635 } 1435 }
1636 } 1436 }
1437
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1439 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1440 return 0;
1640 } 1441
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1443 {
1642 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1643 return 0; 1445 return 0;
1644 } 1446 }
1645 1447
1646 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1449 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1450 {
1649 free_object(arrow); 1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1452 arrow->destroy ();
1650 return 0; 1453 return 0;
1651 } 1454 }
1652 1455
1653 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count; 1457 arrow = arrow->split ();
1655 arrow = get_split_ob(arrow, 1); 1458 if (!arrow)
1656 if (arrow == NULL) { 1459 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1461 return 0;
1659 } 1462 }
1660 set_owner(arrow, op); 1463
1464 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1465 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1466 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1467
1667 if (op->type == PLAYER) {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1669 fix_player(op);
1670 }
1671
1672 SET_ANIMATION(arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1674 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1471 arrow->custom_name = arrow->slaying;
1677 arrow->spellarg = strdup_local(arrow->slaying);
1678 1472
1679 /* Note that this was different for monsters - they got their level 1473#if 0
1680 * added to the damage. I think the strength bonus is more proper. 1474 if (player *pl = op->contr)
1681 */
1682 1475 {
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 float speed = pl->weapon_sp;
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1687 /* update the speed */ 1490 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1689 0 : dam_bonus[op->stats.Str]) +
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0; 1492 + bow->stats.dam / 7.f;
1692 1493
1693 if (arrow->speed < 1.0) 1494 arrow->set_speed (max (arrow->speed, 2.f));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1697 1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1698 if (op->type == PLAYER) { 1499 if (op->type == PLAYER)
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1500 {
1700 (op->chosen_skill?op->chosen_skill->level:op->level) -
1701 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1502 wc -= dex_bonus[op->stats.Dex];
1706 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1707 arrow->stats.wc + wc_mod;
1708 1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1508 }
1509 else
1510 {
1709 arrow->level = op->level; 1511 arrow->level = op->level;
1710 } 1512 arrow->stats.wc -= bow->magic;
1711 if (arrow->attacktype == AT_PHYSICAL) 1513
1712 arrow->attacktype |= bow->attacktype; 1514 if (!arrow->slaying)
1713 if (bow->slaying != NULL)
1714 arrow->slaying = bow->slaying; 1515 arrow->slaying = bow->slaying;
1715 1516
1716 arrow->map = m; 1517 arrow->attacktype |= bow->attacktype;
1518 }
1519
1520 wc -= arrow->level;
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1717 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1526
1720 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1721 tag = arrow->count; 1528 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1529
1724 if (!was_destroyed(arrow, tag)) 1530 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1531 move_arrow (arrow);
1726 1532
1727 if (op->type == PLAYER) {
1728 if (was_destroyed (left, left_tag))
1729 esrv_del_item(op->contr, left_tag);
1730 else
1731 esrv_send_item(op, left);
1732 }
1733 return 1; 1533 return 1;
1734} 1534}
1735 1535
1736/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1537 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1541 * hence the function name.
1742 */ 1542 */
1543static int
1743int player_fire_bow(object *op, int dir) 1544player_fire_bow (object *op, int dir)
1744{ 1545{
1745 int ret=0, wcmod=0; 1546 int ret;
1746 1547
1747 if (op->contr->bowtype == bow_bestarrow) { 1548 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1549 {
1749 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1750 dir, 0, op->x, op->y); 1551 }
1751 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1553 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1753 wcmod =-1;
1754 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1755 op->x, op->y); 1556 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1557 else if (op->contr->bowtype == bow_threewide)
1558 {
1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1562 }
1563 else if (op->contr->bowtype == bow_spreadshot)
1564 {
1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1568 }
1569 else
1570 {
1571 /* Simple case */
1757 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]);
1759 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]);
1760 } else if (op->contr->bowtype == bow_spreadshot) {
1761 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y);
1763 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y);
1764
1765 } else {
1766 /* Simple case */
1767 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y);
1768 } 1573 }
1574
1769 return ret; 1575 return ret;
1770} 1576}
1771
1772 1577
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1775 */ 1580 */
1581static void
1776void fire_misc_object(object *op, int dir) 1582fire_misc_object (object *op, int dir)
1777{ 1583{
1778 object *item; 1584 object *item = op->contr->ranged_ob;
1779 1585
1780 if (!op->contr->ranges[range_misc]) { 1586 if (!item)
1587 {
1781 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1782 return; 1589 return;
1783 } 1590 }
1784 1591
1785 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1592 if (!item->inv)
1593 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1595 return;
1789 } 1596 }
1597
1598 if (!op->apply (item))
1599 return;
1600
1790 if (item->type == WAND) { 1601 if (item->type == WAND)
1602 {
1791 if(item->stats.food<=0) { 1603 if (item->stats.food <= 0)
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1604 {
1605 op->contr->play_sound (sound_find ("wand_poof"));
1793 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1794 return; 1608 return;
1795 } 1609 }
1610 }
1796 } else if (item->type == ROD || item->type==HORN) { 1611 else if (item->type == ROD || item->type == HORN)
1797 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1612 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1618 {
1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1799 if (item->type== ROD) 1621 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else 1623 else
1803 new_draw_info_format(NDI_UNIQUE, 0,op, 1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804 "The %s needs more time to charge.", query_base_name(item,0)); 1625
1805 return; 1626 return;
1806 } 1627 }
1807 } 1628 }
1808 1629
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1630 if (cast_spell (op, item, dir, item->inv, NULL))
1631 {
1810 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1811 if (item->type == WAND) { 1634 if (item->type == WAND)
1635 {
1812 if (!(--item->stats.food)) { 1636 if (!(--item->stats.food))
1637 {
1813 object *tmp; 1638 object *tmp;
1639
1814 if (item->arch) { 1640 if (item->arch)
1641 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1643 item->face = item->arch->face;
1817 item->speed = 0; 1644 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1645 }
1820 if ((tmp=is_player_inv(item))) 1646
1647 if (object *pl = item->visible_to ())
1821 esrv_update_item(UPD_ANIM, tmp, item); 1648 esrv_update_item (UPD_ANIM, pl, item);
1822 } 1649 }
1823 } 1650 }
1824 else if (item->type == ROD || item->type==HORN) { 1651 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1652 drain_rod_charge (item);
1826 }
1827 } 1653 }
1828} 1654}
1829 1655
1830/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1831 */ 1657 */
1658bool
1832void fire(object *op,int dir) { 1659fire (object *who, int dir)
1660{
1833 int spellcost=0; 1661 int spellcost = 0;
1834 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1835 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1685 if (action_makes_visible (who))
1686 make_visible (who);
1837 1687
1838 switch(op->contr->shoottype) { 1688 switch (ob->type)
1839 case range_none: 1689 {
1840 return; 1690 case BOW:
1841
1842 case range_bow:
1843 player_fire_bow(op, dir); 1691 player_fire_bow (who, dir);
1844 return; 1692 break;
1845 1693
1846 case range_magic: /* Casting spells */ 1694 case SPELL:
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1848 return; 1696 break;
1849 1697
1850 case range_misc: 1698 case BUILDER:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir ); 1699 apply_map_builder (who, dir);
1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1710 default:
1711 fire_misc_object (who, dir);
1712 break;
1713 }
1714
1715 return true;
1716}
1717
1718static object *
1719find_key_ (object *pl, object *container, object *door)
1720{
1721 object *tmp, *key;
1722
1723 /* Should not happen, but sanity checking is never bad */
1724 if (!container->inv)
1725 return 0;
1726
1727 /* First, lets try to find a key in the top level inventory */
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 {
1730 if (door->type == DOOR && tmp->type == KEY)
1731 break;
1732
1733 /* For sanity, we should really check door type, but other stuff
1734 * (like containers) can be locked with special keys
1735 */
1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1737 break;
1738 }
1739
1740 /* No key found - lets search inventories now */
1741 /* If we find and use a key in an inventory, return at that time.
1742 * otherwise, if we search all the inventories and still don't find
1743 * a key, return
1744 */
1745 if (!tmp)
1746 {
1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1748 /* No reason to search empty containers */
1749 if (tmp->type == CONTAINER && tmp->inv)
1750 if ((key = find_key_ (pl, tmp, door)))
1751 return key;
1752
1753 if (!tmp)
1875 return; 1754 return 0;
1876 default: 1755 }
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1756
1757 /* We get down here if we have found a key. Now if its in a container,
1758 * see if we actually want to use it
1759 */
1760 if (pl != container)
1761 {
1762 /* Only let players use keys in containers */
1763 if (!pl->contr)
1878 return; 1764 return 0;
1879 }
1880}
1881 1765
1766 /* cases where this fails:
1767 * If we only search the player inventory, return now since we
1768 * are not in the players inventory.
1769 * If the container is not active, return now since only active
1770 * containers can be used.
1771 * If we only search keyrings and the container does not have
1772 * a race/isn't a keyring.
1773 * No checking for all containers - to fall through past here,
1774 * inv must have been an container and must have been active.
1775 *
1776 * Change the color so that the message doesn't disappear with
1777 * all the others.
1778 */
1779 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL;
1786 }
1787 }
1882 1788
1789 return tmp;
1790}
1883 1791
1884/* find_key 1792/* find_key
1885 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
1886 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
1887 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
1889 * pl is the player, 1797 * pl is the player,
1890 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
1893 */ 1801 */
1894 1802object *
1895object * find_key(object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
1896{ 1804{
1897 object *tmp,*key; 1805 if (door->slaying && is_match_expr (door->slaying))
1898
1899 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1904 if (door->type==DOOR && tmp->type==KEY) break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1909 tmp->slaying==door->slaying) break;
1910 } 1806 {
1911 /* No key found - lets search inventories now */ 1807 // for match expressions, we try to find the key by applying the match
1912 /* If we find and use a key in an inventory, return at that time. 1808 // to the op itself, which is supposed to find the "key", instead
1913 * otherwise, if we search all the inventories and still don't find 1809 // of searching through containers ourselves.
1914 * a key, return 1810
1915 */ 1811 return match_one (door->slaying, container, door, pl, pl);
1916 if (!tmp) {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1918 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1921 }
1922 }
1923 if (!tmp) return NULL;
1924 } 1812 }
1925 /* We get down here if we have found a key. Now if its in a container, 1813 else
1926 * see if we actually want to use it 1814 return find_key_ (pl, container, door);
1927 */
1928 if (pl!=container) {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL;
1931 /* cases where this fails:
1932 * If we only search the player inventory, return now since we
1933 * are not in the players inventory.
1934 * If the container is not active, return now since only active
1935 * containers can be used.
1936 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active.
1940 *
1941 * Change the color so that the message doesn't disappear with
1942 * all the others.
1943 */
1944 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys")))
1948 ) {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door",
1951 query_name(tmp), query_name(container));
1952 return NULL;
1953 }
1954 }
1955 return tmp;
1956} 1815}
1957 1816
1958/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1961 * 0 otherwise 1820 * 0 otherwise
1962 */ 1821 */
1822static int
1963static int player_attack_door(object *op, object *door) 1823player_attack_door (object *op, object *door)
1964{ 1824{
1965
1966 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1969 */ 1828 */
1970 object *key=find_key(op, op, door); 1829 object *key = find_key (op, op, door);
1971 1830
1972 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1973 if (key) { 1832 if (key)
1833 {
1974 object *container=key->env; 1834 object *container = key->env;
1975 1835
1976 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR);
1977 if(action_makes_visible(op)) make_visible(op); 1836 if (action_makes_visible (op))
1837 make_visible (op);
1838
1978 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1840 spring_trap (door->inv, op);
1841
1979 if (door->type == DOOR) { 1842 if (door->type == DOOR)
1980 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 }
1982 else if(door->type==LOCKED_DOOR) { 1844 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1845 {
1984 "You open the door with the %s", query_short_name(key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2(door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1848 }
1849
1987 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1852
1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1854 }
1993 } else if (door->type==LOCKED_DOOR) { 1855 else if (door->type == LOCKED_DOOR)
1856 {
1994 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1996 return 1; 1859 return 1;
1997 } 1860 }
1861
1998 return 0; 1862 return 0;
1999} 1863}
2000 1864
2001/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2006 */ 1870 */
2007 1871bool
2008void move_player_attack(object *op, int dir) 1872move_player_attack (object *op, int dir)
2009{ 1873{
2010 object *tmp, *mon; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2011 sint16 nx, ny; 1875 {
2012 int on_battleground; 1876 --op->speed_left;
2013 mapstruct *m; 1877 return true;
1878 }
2014 1879
2015 nx=freearr_x[dir]+op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2017 1882
2018 on_battleground = op_on_battleground(op, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2019 1885
2020 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2021 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2022 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2023 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2024 * move to some space, it then means that if we are braced, we should 1890 * move to some space, it then means that if we are braced, we should
2025 * do nothing at all. As it is, if we are braced, we go through 1891 * do nothing at all. As it is, if we are braced, we go through
2026 * quite a bit of processing. However, it probably is less than what 1892 * quite a bit of processing. However, it probably is less than what
2027 * move_ob uses. 1893 * move_ob uses.
2028 */ 1894 */
2029 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1895 maptile *m = op->map->xy_find (nx, ny);
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 }
2034 else m =op->map;
2035
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2037 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2038 return;
2039 }
2040 1896
2041 mon = NULL;
2042 /* Go through all the objects, and find ones of interest. Only stop if 1897 /* Go through all the objects, and find ones of interest. Only stop if
2043 * we find a monster - that is something we know we want to attack. 1898 * we find a monster - that is something we know we want to attack.
2044 * if its a door or barrel (can roll) see if there may be monsters 1899 * if its a door or barrel (can roll) see if there may be monsters
2045 * on the space 1900 * on the space
1901 */
1902 object *mon;
1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1904 {
1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
1910 }
1911
1912 if (!mon) /* This happens anytime the player tries to move */
1913 return false; /* into a wall */
1914
1915 mon = mon->head_ ();
1916
1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
1919 if (player_attack_door (op, mon))
2046 */ 1920 {
2047 while (tmp!=NULL) { 1921 --op->contr->weapon_sp_left;
2048 if (tmp == op) { 1922 return true;
2049 tmp=tmp->above; 1923 }
2050 continue; 1924
1925 /* The following deals with possibly attacking peaceful
1926 * or friendly creatures. Basically, all players are considered
1927 * unaggressive. If the moving player has peaceful set, then the
1928 * object should be pushed instead of attacked. It is assumed that
1929 * if you are braced, you will not attack friends accidently,
1930 * and thus will not push them.
1931 */
1932
1933 /* If the creature is a pet, push it even if the player is not
1934 * peaceful. Our assumption is the creature is a pet if the
1935 * player owns it and it is either friendly or unagressive.
1936 */
1937 if (op->type == PLAYER
1938 && ((mon->owner && mon->owner->contr
1939 && same_party (mon->owner->contr->party, op->contr->party))
1940 || mon->owner == op)
1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1942 {
1943 /* If we're braced, we don't want to switch places with it */
1944 if (op->contr->braced)
1945 return false;
1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
1958 }
1959 else
1960 return false;
1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1965 /* in certain circumstances, you shouldn't attack friendly
1966 * creatures. Note that if you are braced, you can't push
1967 * someone, but put it inside this loop so that you won't
1968 * attack them either.
1969 */
1970 if ((mon->type == PLAYER || mon->enemy != op)
1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
1972 && ((op->contr->peaceful
1973 || (mon->type == PLAYER && mon->contr->peaceful))
1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
1977 {
1978 --op->speed_left;
1979
1980 if (!op->contr->braced)
1981 {
1982 op->play_sound (sound_find ("push_player"));
1983 push_ob (mon, dir, op);
2051 } 1984 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1985 else
2053 mon = tmp; 1986 op->statusmsg ("You withhold your attack");
2054 break;
2055 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 1987
2064 if(mon->head != NULL) 1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2065 mon = mon->head; 1989 make_visible (op);
2066 1990
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1991 return true;
2068 if (player_attack_door(op, mon)) return;
2069
2070 /* The following deals with possibly attacking peaceful
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */
2077
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 { 1992 }
2095 /* If we're braced, we don't want to switch places with it */ 1993 }
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) {
2118 if (!op->contr->braced) {
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 (void) push_ob(mon,dir,op);
2121 } else {
2122 new_draw_info(0, 0,op,"You withhold your attack");
2123 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126
2127 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced. 1995 * roll it if not braced. You can't roll it if you are braced.
2129 */ 1996 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2000 {
2001 --op->speed_left;
2002
2131 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2132 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2133 } 2005 make_visible (op);
2134 2006
2007 return true;
2008 }
2009 }
2135 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note 2013 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen. 2014 * that party_number -1 is no party, so attacks can still happen.
2140 */ 2015 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2144 op->contr->party!=mon->contr->party))) { 2018 {
2145 2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 } 2020 {
2173 } /* if player should attack something */ 2021 --op->contr->weapon_sp_left;
2174}
2175 2022
2023 skill_attack (mon, op, 0, 0, 0);
2024
2025 if (action_makes_visible (op))
2026 make_visible (op);
2027
2028 return true;
2029 }
2030 }
2031
2032 return false;
2033}
2034
2035bool
2176int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2177 int pick; 2037{
2178
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 return 0; 2039 return 0;
2040
2041 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9)
2043 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0;
2046 }
2047
2048 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051
2052 op->facing = dir;
2053
2054 if (op->flag [FLAG_HIDDEN])
2055 do_hidden_move (op);
2056
2057 bool retval;
2058 int pick = 0;
2059
2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2061 retval = RESULT_INT (0);
2062 else if (op->contr->fire_on)
2063 retval = fire (op, dir);
2064 else
2065 {
2066 retval = move_player_attack (op, dir);
2067 pick = check_pick (op);
2068 }
2069
2070 /* Add special check for newcs players and fire on - this way, the
2071 * server can handle repeat firing.
2072 */
2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2074 op->direction = dir;
2075 else
2076 op->direction = 0;
2077
2078 /* Update how the player looks. Use the facing, so direction may
2079 * get reset to zero. This allows for full animation capabilities
2080 * for players.
2081 */
2082 animate_object (op, op->facing);
2083
2084 return retval;
2220} 2085}
2221 2086
2222/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2223 * new client/server stuff. 2088 * new client/server stuff.
2224 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2225 * the new speed values for commands. 2090 * the new speed values for commands.
2226 * 2091 *
2227 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2228 */ 2095 */
2096bool
2229int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2230{ 2098{
2231 if (op->contr->hidden) {
2232 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly.
2236 */
2237 if (pticks & 2) op->invisible--;
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--;
2241 if(!op->invisible) {
2242 make_visible(op);
2243 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2244 }
2245 }
2246
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2100 {
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2248 flee_player(op); 2104 flee_player (op);
2249 /* If player is still scared, that is his action for this tick */ 2105
2250 if (QUERY_FLAG(op, FLAG_SCARED)) {
2251 op->speed_left--;
2252 return 0; 2106 return true;
2253 } 2107 }
2108 else
2109 return false;
2254 } 2110 }
2255 2111
2256 /* I've been seeing crashes where the golem has been destroyed, but
2257 * the player object still points to the defunct golem. The code that
2258 * destroys the golem looks correct, and it doesn't always happen, so
2259 * put this in a a workaround to clean up the golem pointer.
2260 */
2261 if (op->contr->ranges[range_golem] &&
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL;
2265 op->contr->golem_count = 0;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2114 * called, so we recheck it here.
2271 */ 2115 */
2272 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2117 return true;
2274 2118
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--;
2278
2279 /* Instead of all the stuff below, let move_player take care
2280 * of it. Also, some of the skill stuff is only put in
2281 * there, as well as the confusion stuff.
2282 */
2283 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2121
2285 else return 0; 2122 return false;
2286 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2129 return 0;
2288}
2289 2130
2290int save_life(object *op) { 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2291 object *tmp; 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2133 {
2134 op->play_sound (sound_find ("ob_evaporate"));
2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292 2136
2137 tmp->destroy ();
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2139
2140 if (op->stats.hp < 0)
2141 op->stats.hp = op->stats.maxhp;
2142
2143 if (op->stats.food < 0)
2144 op->stats.food = MAX_FOOD;
2145
2146 op->update_stats ();
2294 return 0; 2147 return 1;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2298 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2299 new_draw_info_format(NDI_UNIQUE, 0,op,
2300 "Your %s vibrates violently, then evaporates.",
2301 query_name(tmp));
2302 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count);
2304 remove_ob(tmp);
2305 free_object(tmp);
2306 CLEAR_FLAG(op, FLAG_LIFESAVE);
2307 if(op->stats.hp<0)
2308 op->stats.hp = op->stats.maxhp;
2309 if(op->stats.food<0)
2310 op->stats.food = 999;
2311 fix_player(op);
2312 return 1;
2313 } 2148 }
2149
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2153 return 0;
2318} 2154}
2319 2155
2320/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2321 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2322 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2323 * from. 2159 * from.
2324 */ 2160 */
2161static void
2325void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2326{ 2163{
2327 object *next;
2328
2329 while (op) { 2164 while (op)
2165 {
2330 next=op->below; /* Make sure we have a good value, in case 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2331 * we remove object 'op' 2167
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2169 op->insert_at (env);
2335 op->x = env->x; 2170 else if (op->inv)
2336 op->y = env->y; 2171 drop_unpaid_items (op->inv, env);
2337 if (env->type == PLAYER) 2172
2338 esrv_del_item(env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0);
2340 }
2341 else if (op->inv) remove_unpaid_objects(op->inv, env);
2342 op=next; 2173 op = next;
2343 } 2174 }
2344} 2175}
2345 2176
2346 2177void
2347/* 2178object::drop_unpaid_items ()
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *gravestone_text (object *op)
2355{ 2179{
2356 static char buf2[MAX_BUF]; 2180 if (!flag [FLAG_REMOVED])
2357 char buf[MAX_BUF]; 2181 ::drop_unpaid_items (inv, this);
2358 time_t now = time (NULL);
2359
2360 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else
2364 sprintf (buf, "%s\n", &op->name);
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 if (op->type == PLAYER) {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 return buf2;
2382} 2182}
2383 2183
2384 2184void
2385
2386void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2387 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2189 int over_hp, over_sp, over_grace;
2390 int i; 2190 int i;
2391 int rate_hp = 1200; 2191 int rate_hp = 1200;
2392 int rate_sp = 2500; 2192 int rate_sp = 2500;
2393 int rate_grace = 2000; 2193 int rate_grace = 2000;
2394 const int max_hp = 1; 2194 const int max_hp = 1;
2395 const int max_sp = 1; 2195 const int max_sp = 1;
2396 const int max_grace = 1; 2196 const int max_grace = 1;
2397 2197
2398 if (op->contr->outputs_sync) { 2198 if (op->contr->hidden)
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2199 {
2400 if (op->contr->outputs[i].buf!=NULL && 2200 op->invisible = 1000;
2401 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2201 /* the socket code flashes the player visible/invisible
2402 flush_output_element(op, &op->contr->outputs[i]); 2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2403 } 2207 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2404 2216
2405 if(op->contr->state==ST_PLAYING) { 2217 if (op->contr->ns->state == ST_PLAYING)
2406 2218 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2221 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2223 else
2224 {
2412 gen_hp = op->stats.maxhp; 2225 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2227 }
2228
2415 if(op->contr->gen_sp >= 0 ) 2229 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2231 else
2232 {
2418 gen_sp = op->stats.maxsp; 2233 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2235 }
2236
2421 if(op->contr->gen_grace >= 0) 2237 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2239 else
2240 {
2424 gen_grace = op->stats.maxgrace; 2241 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2430 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 } 2243 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) {
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--;
2450 if(op->stats.sp>op->stats.maxsp)
2451 op->stats.sp=op->stats.maxsp;
2452 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461 2244
2462 /* Regenerate Grace */ 2245 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2464 if(--op->last_grace<0) { 2247 if (--op->last_grace < 0)
2248 {
2465 if(op->stats.grace<op->stats.maxgrace/2) 2249 if (op->stats.grace < op->stats.maxgrace / 2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */ 2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2467 if(max_grace>1) { 2252 if (max_grace > 1)
2253 {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2469 if (over_grace > 0) { 2255 if (over_grace > 0)
2256 {
2470 op->stats.sp += over_grace 2257 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2472 op->last_grace=0; 2259 op->last_grace = 0;
2260 }
2473 } else { 2261 else
2262 {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2475 } 2265 }
2476 } else { 2266 else
2267 {
2477 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2478 } 2269 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2480 }
2481
2482 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) {
2484 if(op->stats.hp<op->stats.maxhp) {
2485 op->stats.hp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2488 op->stats.food--;
2489 if(op->contr->digestion<0)
2490 op->stats.food+=op->contr->digestion;
2491 else if(op->contr->digestion>0 &&
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food=last_food;
2494 } 2271 }
2495 } 2272
2496 if(max_hp>1) { 2273 if (op->stats.food > 0)
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 } 2274 {
2505 } else { 2275 /* Regenerate Spell Points */
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10); 2276 if (!op->contr->golem && --op->last_sp < 0)
2507 } 2277 {
2508 } 2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2509 2279
2510 /* Digestion */ 2280 if (op->stats.sp < op->stats.maxsp)
2511 if(--op->last_eat<0) { 2281 {
2512#ifdef COZY_SERVER 2282 op->stats.sp++;
2513 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2514 int bonus=dg>0?dg:0,
2515 penalty=dg<0?-dg:0;
2516#else
2517 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif
2520 2283
2521 if(op->contr->gen_hp > 0)
2522 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1);
2523 else
2524 op->last_eat=25*(1+bonus)/(penalty +1);
2525 /* dms do not consume food */ 2284 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--;
2527 }
2528 }
2529
2530 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) {
2531 object *tmp, *flesh=NULL;
2532
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) {
2536 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food.");
2537 manual_apply(op,tmp,0);
2538 if(op->stats.food>=0||op->stats.hp<0)
2539 break; 2286 {
2287 op->stats.food--;
2288
2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2292 op->stats.food = last_food;
2293 }
2540 } 2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2325 {
2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2351 }
2352 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2354 }
2355 }
2356
2357 /* Digestion */
2358 if (--op->last_eat < 0)
2359 {
2360 int bonus = max (0, op->contr->digestion),
2361 penalty = max (0, -op->contr->digestion);
2362
2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2364
2365 /* dms do not consume food */
2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2367 op->stats.food--;
2368 }
2369
2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2371 {
2372 object *flesh = 0;
2373
2374 for_inv_removable (op, tmp)
2375 {
2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2380 {
2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (tmp);
2384
2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2386 break;
2387 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2388 else if (tmp->type == FLESH)
2542 } /* End if paid for object */ 2389 flesh = tmp;
2543 } /* end of for loop */ 2390 }
2391
2544 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2545 * eat flesh instead. 2393 * eat flesh instead.
2546 */ 2394 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2548 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2396 {
2549 manual_apply(op,flesh,0); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2399 op->apply (flesh);
2400 }
2401
2402 // If player is still starving, alert him!
2403 if (op->stats.food < 0)
2404 op->failmsg ("You are starving! "
2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2406 }
2407
2408 if (op->stats.food < 0)
2550 } 2409 {
2551 } /* end if player is starving */ 2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2552 2412
2553 while(op->stats.food<0&&op->stats.hp>0) 2413 if (op->stats.hp < 0)
2554 op->stats.food++,op->stats.hp--; 2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2555 2419
2556 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2420 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2557 kill_player(op); 2422 kill_player (op);
2423 }
2558} 2424}
2559
2560
2561 2425
2562/* If the player should die (lack of hp, food, etc), we call this. 2426/* If the player should die (lack of hp, food, etc), we call this.
2563 * op is the player in jeopardy. If the player can not be saved (not 2427 * op is the player in jeopardy. If the player can not be saved (not
2564 * permadeath, no lifesave), this will take care of removing the player 2428 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2429 * file.
2566 */ 2430 */
2431void
2567void kill_player(object *op) 2432kill_player (object *op)
2568{ 2433{
2569 char buf[MAX_BUF];
2570 int x,y,i; 2434 int x, y;
2571 mapstruct *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2572 int z;
2573 int num_stats_lose;
2574 int lost_a_stat;
2575 int lose_this_stat;
2576 int this_stat;
2577 int will_kill_again; 2436 int will_kill_again;
2578 archetype *at; 2437 archetype *at;
2579 object *tmp; 2438 object *tmp;
2580 2439
2581 if(save_life(op)) 2440 if (save_life (op))
2582 return; 2441 return;
2583 2442
2443 dynbuf_text deathtab;
2584 2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2478
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2482 */
2589 if (op_on_battleground(op, &x, &y)) { 2483 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2484 {
2591 "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2593 "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = find_archetype("poisoning");
2597 tmp=present_arch_in_ob(at,op);
2598 if (tmp) {
2599 remove_ob(tmp);
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2602 }
2603 2486
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2610 }
2611
2612 cure_disease(op,0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999;
2615
2616 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2618 if (tmp != NULL) 2489
2619 { 2490 tmp->name = format ("%s's finger" , &op->name);
2620 sprintf(buf,"%s's finger", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2621 tmp->name = buf; 2492 tmp->msg = format (
2622 sprintf(buf," This finger has been cut off %s\n" 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2624 &op->name, op->contr->title, (int)(op->level), 2495 (int)op->level,
2625 op->contr->killer); 2496 op->contr->killer_name ()
2626 tmp->msg=buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0;
2628 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y;
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2497 );
2498 tmp->value = 0, tmp->type = 0;
2499 tmp->material = name_to_material (shstr_organic);
2500 tmp->insert_at (op, tmp);
2501
2633 /* teleport defeated player to new destination*/ 2502 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2504 op->contr->braced = 0;
2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2636 return; 2507 return;
2637 } 2508 }
2638 2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2639 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2640 2514
2641 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2642 2516
2643 if(op->stats.food<0) { 2517 op->contr->play_sound (sound_find ("player_dies"));
2644 if (op->contr->explore) {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name);
2651 strcpy(op->contr->killer,"starvation");
2652 }
2653 else {
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name);
2661 }
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2663 2518
2664 /* save the map location for corpse, gravestone*/ 2519 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2520 x = op->x;
2521 y = op->y;
2522 map = op->map;
2666 2523
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2524 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2525 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2526 * See the config.h file for a little more in depth detail about this.
2672 */ 2527 */
2673 2528
2674 /* Basically two ways to go - remove a stat permanently, or just 2529 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2530 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2531 * of death.
2677 */ 2532 */
2678#ifndef COZY_SERVER 2533#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2534 if (settings.balanced_stat_loss)
2535 {
2680 /* If stat loss is permanent, lose one stat only. */ 2536 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2537 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2538 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2539 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2540 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2541 little bit harder. */
2686 /* GD */ 2542 /* GD */
2687 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2544 num_stats_lose = 1;
2693 } 2545 else
2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2547 }
2548 else
2549 num_stats_lose = 1;
2550
2694 lost_a_stat = 0; 2551 lost_a_stat = 0;
2695 2552
2696 for (z=0; z<num_stats_lose; z++) { 2553 for (z = 0; z < num_stats_lose; z++)
2697 i = RANDOM() % NUM_STATS; 2554 {
2555 i = rndm (NUM_STATS);
2698 2556
2699 if (settings.stat_loss_on_death) { 2557 if (settings.stat_loss_on_death)
2558 {
2700 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2560 * what he lost.
2702 */ 2561 */
2703 change_attr_value(&(op->stats), i,-1); 2562 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2563 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2564 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2565 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2566 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2567 lost_a_stat = 1;
2709 } else { 2568 }
2569 else
2570 {
2710 /* deplete a stat */ 2571 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2712 object *dep; 2573 object *dep;
2574
2575 dep = present_arch_in_ob (deparch, op);
2576 if (!dep)
2713 2577 {
2714 dep = present_arch_in_ob(deparch,op); 2578 dep = deparch->instance ();
2715 if(!dep) {
2716 dep = arch_to_object(deparch);
2717 insert_ob_in_ob(dep, op); 2579 insert_ob_in_ob (dep, op);
2718 } 2580 }
2719 lose_this_stat = 1; 2581 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2582 if (settings.balanced_stat_loss)
2583 {
2721 /* GD */ 2584 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2585 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2586 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2587 if (this_stat < 0)
2588 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2589 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2590 int keep_chance = this_stat * this_stat;
2591
2727 /* Yes, I am paranoid. Sue me. */ 2592 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2593 if (keep_chance < 1)
2729 keep_chance = 1; 2594 keep_chance = 1;
2730 2595
2731 /* There is a maximum depletion total per level. */ 2596 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2598 {
2733 lose_this_stat = 0; 2599 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2600 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2601 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2602 }
2745 } 2603 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2604 {
2755 if (this_stat>=-50) { 2605 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2606 lose_this_stat = 0;
2607 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2608 this_stat, keep_chance, loss_chance,
2609 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2610 }
2762 } 2611 }
2763 } 2612 }
2764 } 2613
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2614 if (lose_this_stat)
2767 { 2615 {
2768 /* determine_god() seems to not work sometimes... why is this? 2616 this_stat = get_attr_value (&dep->stats, i);
2769 Should I be using something else? GD */ 2617 /* We could try to do something clever like find another
2770 const char *god = determine_god(op); 2618 * stat to reduce if this fails. But chances are, if
2771 if (god && (strcmp(god, "none"))) 2619 * stats have been depleted to -50, all are pretty low
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2620 * and should be roughly the same, so it shouldn't make a
2773 "moment you feel the holy presence of %s protecting" 2621 * difference.
2774 " you.", god); 2622 */
2623 if (this_stat >= -50)
2775 else 2624 {
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you" 2625 change_attr_value (&(dep->stats), i, -1);
2777 " feel a holy presence protecting you."); 2626 SET_FLAG (dep, FLAG_APPLIED);
2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2628 op->update_stats ();
2629 lost_a_stat = 1;
2630 }
2778 } 2631 }
2632 }
2633 }
2634
2635 /* If no stat lost, tell the player. */
2636 if (!lost_a_stat)
2637 {
2638 /* determine_god() seems to not work sometimes... why is this?
2639 Should I be using something else? GD */
2640 shstr_tmp god = determine_god (op);
2641
2642 if (god != shstr_none)
2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2644 else
2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2646 }
2647#else
2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2779#endif 2649#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2650
2783 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2652 * exp loss on the stone.
2785 */ 2653 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2655 tmp->name = format ("%s's gravestone", &op->name);
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2790 "who was killed\n" 2658 &op->name, op->contr->title, op->contr->killer_name ());
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2661
2798 /**************************************/ 2662 /**************************************/
2799 /* */ 2663 /* */
2800 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */
2803 /* */ 2665 /* */
2804 /**************************************/ 2666 /**************************************/
2805 2667
2806 /* remove any poisoning and confusion the character may be suffering.*/
2807 /* restore player */
2808 at = find_archetype("poisoning");
2809 tmp=present_arch_in_ob(at,op);
2810 if (tmp) {
2811 remove_ob(tmp);
2812 free_object(tmp);
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2814 }
2815
2816 at = find_archetype("confusion");
2817 tmp=present_arch_in_ob(at,op);
2818 if (tmp) {
2819 remove_ob(tmp);
2820 free_object(tmp);
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2822 }
2823 cure_disease(op,0); /* remove any disease */
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2669 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2831 2670
2832 /* 2671 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2672 * Check to see if the player has any unpaid items. If so, remove them
2834 * the player has any unpaid items. If so, remove them and put them back 2673 * and put them back in the map.
2835 * in the map. 2674 */
2836 */ 2675 op->drop_unpaid_items ();
2837 2676
2838 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op);
2840
2841 /****************************************/ 2677 /****************************************/
2842 /* */ 2678 /* */
2843 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2845 /* */ 2681 /* */
2846 /****************************************/ 2682 /****************************************/
2847 2683
2848 enter_player_savebed(op); 2684 enter_player_savebed (op);
2849 2685
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2686 op->contr->braced = 0;
2854 save_player(op,1);
2855 2687
2856 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2691 * on the space that might harm the player.
2860 */ 2692 */
2861 will_kill_again=0; 2693 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2694 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
2865 } 2697
2866 if (will_kill_again) { 2698 if (will_kill_again)
2699 {
2867 object *force; 2700 object *force;
2868 int at; 2701 int at;
2869 2702
2870 force=get_archetype(FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2705 force->speed = 0.1f;
2873 force->speed_left=-5.0; 2706 force->speed_left = -5.f;
2874 SET_FLAG(force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2708 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2710 force->resist[at] = 100;
2711
2712 insert_ob_in_ob (force, op);
2713 op->update_stats ();
2714 }
2715
2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2717}
2718
2719static void
2720loot_object (object *op)
2721{ /* Grab and destroy some treasure */
2722 object *tmp, *tmp2, *next;
2723
2724 op->close_container (); /* close open sack first */
2725
2726 for (tmp = op->inv; tmp; tmp = next)
2727 {
2728 next = tmp->below;
2729
2730 if (tmp->invisible)
2731 continue;
2732
2733 tmp->remove ();
2734 tmp->x = op->x, tmp->y = op->y;
2735
2736 if (tmp->type == CONTAINER)
2737 loot_object (tmp); /* empty container to ground */
2738
2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2740 {
2741 if (tmp->nrof > 1)
2742 {
2743 tmp->decrease (rndm (1, tmp->nrof - 1));
2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 2745 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2746 else
2937 delete_character(op->name,1); 2747 tmp->destroy ();
2938 } 2748 }
2939 } 2749 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2751 }
2981} 2752}
2982 2753
2983/* 2754/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 2757 * was changed.
2987 */ 2758 */
2759void
2760fix_weight ()
2761{
2762 for_all_players (pl)
2763 {
2764 sint32 old = pl->ob->carrying;
2988 2765
2989void fix_weight(void) { 2766 pl->ob->update_weight ();
2990 player *pl; 2767
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 2768 if (old != pl->ob->carrying)
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2769 {
2993 if(old == sum) 2770 pl->ob->update_stats ();
2994 continue; 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2995 fix_player(pl->ob); 2772 }
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
2997 &pl->ob->name, old, sum);
2998 } 2773 }
2999} 2774}
3000 2775
3001void fix_luck(void) { 2776void
3002 player *pl; 2777fix_luck ()
3003 for (pl = first_player; pl != NULL; pl = pl->next) 2778{
2779 for_all_players (pl)
3004 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 2781 pl->ob->change_luck (0);
3006} 2782}
3007
3008 2783
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3012 */ 2787 */
3013
3014void 2788void
3015cast_dust (object * op, object * throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3016{ 2790{
3017 object *skop, *spob; 2791 object *skop, *spob;
3018 2792
3019 skop = find_skill_by_name (op, throw_ob->skill); 2793 skop = find_skill_by_name (op, throw_ob->skill);
3020 2794
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 2795 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2796 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 2797 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2798 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 2799 return;
3027 } 2800 }
3028 2801
3029 spob = throw_ob->inv; 2802 spob = throw_ob->inv;
3030 2803
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2804 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 2805 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 2806 // errors should be reported as early as possible IMHO)
3034 if (!spob) 2807 if (!spob)
3035 { 2808 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2809 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 2810 return;
3039 } 2811 }
3040 2812
3041 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 2815
3044 cast_spell (op, throw_ob, dir, spob, NULL); 2816 cast_spell (op, throw_ob, dir, spob, NULL);
3045 2817
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2818 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 2819}
3050 2820
2821void
3051void make_visible (object *op) { 2822make_visible (object *op)
3052 op->hide = 0; 2823{
2824 op->flag [FLAG_HIDDEN] = 0;
3053 op->invisible = 0; 2825 op->invisible = 0;
2826
3054 if(op->type==PLAYER) { 2827 if (op->type == PLAYER)
2828 {
3055 op->contr->tmp_invis = 0; 2829 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 2830 op->contr->invis_race = 0;
3057 } 2831 }
2832
3058 update_object(op,UP_OBJ_FACE); 2833 update_object (op, UP_OBJ_CHANGE);
3059} 2834}
3060 2835
2836int
3061int is_true_undead(object *op) { 2837is_true_undead (object *op)
3062 object *tmp=NULL; 2838{
3063
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2840 return 1;
3065 2841
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 2842 return 0;
3071} 2843}
3072 2844
3073/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 2847 * indicate greater hideability.
3076 */ 2848 */
3077 2849int
3078int hideability(object *ob) { 2850hideability (object *ob)
2851{
3079 int i,level=0, mflag; 2852 int i, level = 0, mflag;
3080 sint16 x,y; 2853 sint16 x, y;
3081 2854
3082 if(!ob||!ob->map) return 0; 2855 if (!ob || !ob->map)
2856 return 0;
3083 2857
3084 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3086 2860
3087 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2864 if (ob->has_carried_lights ())
2865 level = -(10 + (2 * ob->map->darklevel ()));
3091 2866
3092 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2871 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 2873 if (mflag & P_OUT_OF_MAP)
2874 continue;
2875
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 2877 level += 2;
3098 else /* open terrain! */ 2878 else /* open terrain! */
3099 level -= 1; 2879 level -= 1;
3100 } 2880 }
3101 2881
3102#if 0 2882#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2883 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 2884#endif
3105 return level; 2885 return level;
3106} 2886}
3107 2887
3108/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 2892 */
3113 2893void
3114void do_hidden_move (object *op) { 2894do_hidden_move (object *op)
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2895{
3116 object *skop; 2896 int hide = 0;
3117 2897
3118 if(!op || !op->map) return; 2898 if (!op || !op->map)
2899 return;
3119 2900
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3121 2903
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 2905 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 2906 if (!skop || num >= skop->level)
2907 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 2909 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2910 return;
3136 "You moved out of hiding! You are visible!");
3137 } 2911 }
2912 else
2913 num += 20;
2914
2915 num += op->map->difficulty;
2916 hide = hideability (op); /* modify by terrain hidden level */
2917 num -= hide;
2918
2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2920 {
2921 make_visible (op);
2922
2923 if (op->type == PLAYER)
2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2925 }
3138 else if (op->type == PLAYER && skop) { 2926 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 2928}
3142 2929
3143/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3144 2931
2932int
3145int stand_near_hostile( object *who ) { 2933stand_near_hostile (object *who)
2934{
3146 object *tmp=NULL; 2935 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 2936 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 2937 maptile *m;
3149 sint16 x,y; 2938 sint16 x, y;
3150 2939
3151 if(!who) return 0; 2940 if (!who)
2941 return 0;
3152 2942
3153 if(who->type==PLAYER) player=1; 2943 if (who->type == PLAYER)
2944 player = 1;
2945
2946 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 2948
3156 /* search adjacent squares */ 2949 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 2950 for (i = 1; i < 9; i++)
2951 {
3158 x = who->x+freearr_x[i]; 2952 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 2953 y = who->y + freearr_y[i];
3160 m = who->map; 2954 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 2955 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 2956 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 2957 * blocked, don't need to check this space.
3164 */ 2958 */
3165 if (mflags & P_OUT_OF_MAP) continue; 2959 if (mflags & P_OUT_OF_MAP)
2960 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 2962 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 2963
3169 if((player||friendly) 2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2965 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2967 return 1;
2968 else if (tmp->type == PLAYER)
2969 {
2970 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 2972 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 2973 }
3178 } 2974 }
3179 } 2975 }
3180 return 0; 2976 return 0;
3181} 2977}
3182 2978
3183/* check the player los field for viewability of the 2979/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2989 * -b.t.
3194 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3195 */ 2991 */
3196 2992int
3197int player_can_view (object *pl,object *op) { 2993player_can_view (object *pl, object *op)
2994{
3198 rv_vector rv; 2995 rv_vector rv;
3199 int dx,dy; 2996 int dx, dy;
3200 2997
3201 if(pl->type!=PLAYER) { 2998 if (pl->type != PLAYER)
2999 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3001 return -1;
3204 } 3002 }
3205 if (!pl || !op) return 0;
3206 3003
3207 if(op->head) { op = op->head; } 3004 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3005 return 0;
3231}
3232 3006
3233/* routine for both players and monsters. We call this when 3007 op = op->head_ ();
3234 * there is a possibility for our action distrubing our hiding 3008
3235 * place or invisiblity spell. Artefact invisiblity is not 3009 get_rangevector (pl, op, &rv, 0x1);
3236 * effected by this. If we arent invisible to begin with, we 3010
3237 * return 0. 3011 /* starting with the 'head' part, lets loop
3012 * through the object and find if it has any
3013 * part that is in the los array but isn't on
3014 * a blocked los square.
3015 * we use the archetype to figure out offsets.
3238 */ 3016 */
3239int action_makes_visible (object *op) { 3017 while (op)
3018 {
3019 dx = rv.distance_x + op->arch->x;
3020 dy = rv.distance_y + op->arch->y;
3240 3021
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3243 return 0;
3244
3245 if (op->contr && op->contr->tmp_invis == 0) return 0;
3246
3247 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3250 return 1; 3023 return 1;
3251 } 3024
3025 op = op->more;
3252 } 3026 }
3027
3253 return 0; 3028 return 0;
3254} 3029}
3255 3030
3256/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3036 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3038 */
3039int
3264int op_on_battleground (object *op, int *x, int *y) { 3040op_on_battleground (object *op, int *x, int *y)
3265 object *tmp; 3041{
3266
3267 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3051 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3276 strcmp(tmp->name, "battleground")==0 && 3053 && tmp->type == BATTLEGROUND
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3057 /* before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 object *invtmp;
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3061 {
3284 if (x != NULL && y != NULL) 3062 if (x && y)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3286 return 1; 3065 return 1;
3287 }
3288 } 3066 }
3289 } 3067
3290 if (x != NULL && y != NULL) 3068 if (x && y)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3292 return 1; 3071 return 1;
3072 }
3293 } 3073 }
3294 }
3295 } 3074 }
3075
3296 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3297 return 0; 3077 return 0;
3298} 3078}
3299 3079
3300/* 3080/*
3304 * attributes: 3084 * attributes:
3305 * object *who the dragon player 3085 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3086 * int atnr the attack-number of the ability focus
3307 * int level ability level 3087 * int level ability level
3308 */ 3088 */
3089void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3090dragon_ability_gain (object *who, int atnr, int level)
3091{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3092 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3093 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3094 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3095 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3097 int i = 0, j = 0;
3316 3098
3317 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326 3108
3327 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3110 return;
3111
3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3113
3114 if (!tr || !tr->item)
3115 {
3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3117 return;
3118 }
3119
3120 /* everything seems okay - now bring on the gift: */
3121 item = tr->item;
3122
3123 if (item->type == SPELL)
3124 {
3125 if (check_spell_known (who, item->name))
3328 return; 3126 return;
3329 3127
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3128 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3129 do_learn_spell (who, item, 0);
3332 3130 return;
3333 if (tr == NULL || tr->item == NULL) { 3131 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3132
3133 /* grant direct spell */
3134 if (item->type == SPELLBOOK)
3135 {
3136 if (!item->inv)
3137 {
3138 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3139 return;
3140 }
3141 if (check_spell_known (who, item->inv->name))
3335 return; 3142 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3143 if (item->invisible)
3144 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3145 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3146 do_learn_spell (who, item->inv, 0);
3361 return; 3147 return;
3362 } 3148 }
3363 } 3149 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3150 else if (item->type == SKILL_TOOL && item->invisible)
3151 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3152 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3153 {
3366 3154
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3155 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3156 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3157 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3158 * but not all of them, he gets nothing.
3371 */ 3159 */
3372 if (!(skop->attacktype & item->attacktype)) { 3160 if (!(skop->attacktype & item->attacktype))
3161 {
3373 /* Give new attacktype */ 3162 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3163 skop->attacktype |= item->attacktype;
3375 3164
3376 /* always add physical if there's none */ 3165 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3166 skop->attacktype |= AT_PHYSICAL;
3378 3167
3379 if (item->msg != NULL) 3168 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3169 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3170
3382 /* Give player new face */ 3171 /* Give player new face */
3383 if (item->animation_id) { 3172 if (item->animation_id)
3173 {
3384 who->face = skop->face; 3174 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3175 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3176 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3177 who->last_anim = 0;
3388 who->state = 0; 3178 who->state = 0;
3389 animate_object(who, who->direction); 3179 animate_object (who, who->direction);
3390 } 3180 }
3391 } 3181 }
3392 } 3182 }
3393 } 3183 }
3394 else if (item->type == FORCE) { 3184 else if (item->type == FORCE)
3185 {
3395 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3187 object *skin;
3188
3397 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3399 skin=skin->below); 3191 ;
3400 if (skin == NULL) return; 3192
3401 3193 if (!skin)
3194 return;
3195
3402 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3198 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3199 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3200
3406 /* print message */ 3201 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3202 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3203 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3204 {
3409 if(item->path_attuned & (1<<i)) { 3205 if (item->path_attuned & (1 << i))
3206 {
3410 if (j) 3207 if (j)
3411 strcat(buf," and "); 3208 strcat (buf, " and ");
3412 else 3209 else
3413 j = 1; 3210 j = 1;
3414 strcat(buf, spellpathnames[i]); 3211 strcat (buf, spellpathnames[i]);
3415 } 3212 }
3416 } 3213 }
3417 strcat(buf,"."); 3214 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3216 }
3420 3217
3421 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3220 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3222 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3225
3429 /* print message if there is one */ 3226 /* print message if there is one */
3430 if (item->msg != NULL) 3227 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3432 } 3231 {
3433 else {
3434 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3438 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp);
3440 } 3236 }
3441} 3237}
3442 3238
3443/** 3239//-GPL
3444 * Unready an object for a player. This function does nothing if the object was
3445 * not readied.
3446 */
3447void player_unready_range_ob(player *pl, object *ob) {
3448 rangetype i;
3449 3240
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241sint8
3451 if (pl->ranges[i] == ob) { 3242player::darkness_at (maptile *map, int x, int y) const
3452 pl->ranges[i] = NULL; 3243{
3453 if (pl->shoottype == i) { 3244 if (!ns)
3454 pl->shoottype = range_none; 3245 return LOS_BLOCKED;
3455 } 3246
3456 } 3247 int dx, dy;
3457 } 3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3458} 3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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