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Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.8 2006/08/27 17:59:26 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;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 p = (player *) malloc(sizeof(player)); 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
208 if(p==NULL) 78 ob->map = 0;
209 fatal(OUT_OF_MEMORY); 79 party = 0;
210 80
211 /* This adds the player in the linked list. There is extra 81 players.erase (this);
212 * complexity here because we want to add the new player at the 82}
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 83
225 p->next = NULL; 84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
226 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
227 116
228 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
229 * for next and socket. 118 if (tmp->type == FORCE)
230 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
232 p->attachable_init (); //HACK 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
233 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
234 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 212 * we deal with that below this point.
236 */ 213 */
237 p->party=NULL; 214 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 217
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 219
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal; 221 bowtype = bow_normal;
266 p->petmode=pet_normal; 222 petmode = pet_normal;
267 p->listening=10;
268 p->usekeys=containers; 223 usekeys = containers;
269 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1; 225 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 226
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
276 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 229}
300 230
301 231void
302/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
303static void set_first_map(object *op)
304{ 233{
305 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 235
311/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315 237
316int add_player(NewSocket *ns) { 238 if (ob)
317 player *p; 239 ob->destroy ();
318 240
319 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
320 p->socket = *ns; 242}
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331 243
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
333 add_friendly_object(p->ob); 245{
334 send_rules(p->ob); 246 /* Clear item stack */
335 send_news(p->ob); 247 free (stack_items);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 248}
340 249
341/* 250/*
342 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
345 */ 254 */
255static archetype *
346archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
347{ 257{
348 archetype *start = at; 258 // archetypes could have been reloaded
349 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 260
351 at=first_archetype; 261 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 262 return at;
356 if (at == start) { 263
357 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 265
359 } 266 for (;;)
360 } 267 {
361} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
362 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
363 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
364object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
365 object *op = NULL; 301 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 302 objectlink *ol;
368 unsigned lastdist; 303 unsigned lastdist;
369 rv_vector rv; 304 rv_vector rv;
370 305
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 307 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 309 continue;
398 310
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
408 op=pl->ob; 312 {
313 op = ol->ob;
409 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
410 } 316 }
411 } 317
412 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
413#if 0 326#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 328#endif
416 return op; 329 return op;
417} 330}
418 331
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 350 * is probably not a good thing.
438 */ 351 */
439#define MAX_SPACES 50 352#define MAX_SPACES 50
440
441 353
442/* 354/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 373 * is blocking itself.
462 */ 374 */
375int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
464 rv_vector rv; 378 rv_vector rv;
465 sint16 x,y; 379 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 381 maptile *m, *lastmap;
468 382
469 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
470 384
471 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 386 return 0;
724}
725 387
726void confirm_password(object *op) { 388 x = mon->x;
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 394
728 op->contr->write_buf[0]='\0'; 395 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 396 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 397 return 0;
731}
732 398
399 while (diff > 1 && max > 0)
400 {
401 lastx = x;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406
407 mflags = get_map_flags (m, &m, x, y, &x, &y);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409
410 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
412 && (m == mon->map && blocked_link (mon, m, x, y))))
413 {
414 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before.
416 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
418 if (rv.direction != dir)
419 {
420 /* OK - says direction should be different - lets reset the
421 * the values so it will try again.
422 */
423 x = lastx;
424 y = lasty;
425 m = lastmap;
426 dir = firstdir = rv.direction;
427 }
428 else
429 {
430 /* direct path is blocked - try taking a side step to
431 * either the left or right.
432 * Note increase the values in the loop below to be
433 * more than -1/1 respectively will mean the monster takes
434 * bigger detour. Have to be careful about these values getting
435 * too big (3 or maybe 4 or higher) as the monster may just try
436 * stepping back and forth
437 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 {
440 if (i == 0)
441 continue; /* already did this, so skip it */
442 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in
444 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance,
447 * gets blocked, finds that it should move north,
448 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully
451 * moved.
452 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap;
457 mflags = get_map_flags (m, &m, x, y, &x, &y);
458 if (mflags & P_OUT_OF_MAP)
459 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
462 continue;
463 if (mflags & P_BLOCKSVIEW)
464 continue;
465
466 if (m == mon->map && blocked_link (mon, m, x, y))
467 break;
468 }
469 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path.
471 */
472 if (i == (DETOUR_AMOUNT + 1))
473 return 0;
474 diff--;
475 lastdir = dir;
476 max--;
477 if (!firstdir)
478 firstdir = dir + i;
479 } /* else check alternate directions */
480 } /* if blocked */
481 else
482 {
483 /* we moved towards creature, so diff is less */
484 diff--;
485 max--;
486 lastdir = dir;
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509}
510
511void
512give_initial_items (object *pl, treasurelist *items)
513{
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
525 SET_FLAG (op, FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break;
558 }
559
560 if (op->nrof > 1)
561 op->nrof = 1;
562 }
563
564 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
566
567 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be
569 * merged properly.
570 */
571 if (need_identify (op))
572 {
573 SET_FLAG (op, FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED);
576 }
577
578 if (op->type == SPELL)
579 {
580 op->destroy ();
581 continue;
582 }
583 else if (op->type == SKILL)
584 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0;
587 op->level = 1;
588 }
589 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */
592
593 /* Need to set up the skill pointers */
594 pl->contr->link_skills ();
595}
596
597void
733void get_party_password(object *op, partylist *party) { 598get_party_password (object *op, partylist *party)
599{
734 if (party == NULL) { 600 if (party == NULL)
601 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 602 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 603 return;
737 } 604 }
605
738 op->contr->write_buf[0]='\0'; 606 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 610}
743
744 611
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746int roll_stat(void) { 613static int
614roll_stat ()
615{
747 int a[4],i,j,k; 616 int a[4], i, j, k;
748 617
749 for(i=0;i<4;i++) 618 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 619 a[i] = (int) rndm (6) + 1;
751 620
752 for(i=0,j=0,k=7;i<4;i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 622 if (a[i] < k)
754 k=a[i],j=i; 623 k = a[i], j = i;
755 624
756 for(i=0,k=0;i<4;i++) { 625 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 626 if (i != j)
758 k+=a[i]; 627 k += a[i];
759 } 628
760 return k; 629 return k;
761} 630}
762 631
763void roll_stats(object *op) { 632void
633object::roll_stats ()
634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
764 int sum=0; 639 int sum = 0;
765 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
767 642
768 do { 643 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 644 break;
770 op->stats.Dex=roll_stat(); 645 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 646
781 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 649
790 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 652
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 653 stats.exp = 0;
821 op->stats.ac=0; 654 stats.ac = 0;
822 655
656 stats.hp = stats.maxhp;
657 stats.sp = stats.maxsp;
658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
823 op->contr->levhp[1] = 9; 662 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 663 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 664 contr->levgrace[1] = 3;
826 665
827 fix_player(op); 666 contr->orig_stats = stats;
667 }
668}
669
670void
671object::swap_stats (int a, int b)
672{
673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
674
675 for (int i = 0; i < NUM_STATS; ++i)
676 stats.stat (i) = contr->orig_stats.stat (i);
677
678 //TODO: the following code looks so borked and should, at the very least,
679 // be merged with the similar code in roll_stats
680 stats.ac = 0;
681
682 level = 1;
683 stats.exp = 0;
684 stats.ac = 0;
685
828 op->stats.hp = op->stats.maxhp; 686 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 687 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 688 stats.grace = stats.maxgrace;
689
690 if (contr)
691 {
692 contr->levhp[1] = 9;
693 contr->levsp[1] = 6;
694 contr->levgrace[1] = 3;
695
831 op->contr->orig_stats=op->stats; 696 contr->orig_stats = stats;
697 }
832} 698}
833 699
834void Roll_Again(object *op) 700static void
701start_info (object *op)
835{ 702{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
844 704
845 if ( op->contr->Swap_First == -1 ) { 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 707}
953 708
954/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
958 * not the class. 713 * not the class.
959 */ 714 */
960 715void
961int key_change_class(object *op, char key) 716player::chargen_race_done ()
962{ 717{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 719 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 720
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl)
723 create_treasure (tl, ob, 0, 0, 0);
724
977 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
979 727
980 op->contr->state=ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
981 729
982 if (op->msg) { 730 if (ob->msg)
983 free_string(op->msg); 731 ob->msg = 0;
984 op->msg=NULL;
985 }
986 732
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 733 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 735 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 736 esrv_send_inventory (ob, ob);
1001 fix_player(op); 737 ob->update_stats ();
1002 738
1003 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
1004 * is one for this race 740 * is one for this race
1005 */ 741 */
1006 if(*first_map_ext_path) { 742 if (*first_map_ext_path)
1007 object *tmp; 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 744 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 746}
1023 return 0;
1024 }
1025 747
748void
749player::chargen_race_next ()
750{
1026 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1028 */ 753 */
1029 754
1030 tmp_loop = 0; 755 do
1031 while(!tmp_loop) { 756 {
1032 const char *name = add_string (op->name); 757 shstr name = ob->name;
1033 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 759
1035 remove_ob (op); 760 ob->remove_statbonus ();
761 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 763 ob->arch->copy_to (ob);
1038 op->instantiate (); 764 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 766 ob->name = ob->name_pl = name;
1041 op->name = name; 767 ob->x = x;
1042 free_string(op->name_pl); 768 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 771 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 772 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 773 }
774 while (!allowed_class (ob));
775
1055 update_object(op,UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 777 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 778 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 781 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 782}
1066 783
1067int key_confirm_quit(object *op, char key) 784static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 785flee_player (object *op)
786{
1113 int dir,diff; 787 int dir, diff;
1114 rv_vector rv; 788 rv_vector rv;
1115 789
1116 if(op->stats.hp < 0) { 790 if (op->stats.hp < 0)
791 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 794 return;
795 }
796
797 if (!op->enemy)
1120 } 798 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 801 return;
1126 } 802 }
1127 803
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 {
1139 op->enemy=NULL; 806 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 808 return;
1142 } 809 }
810
1143 get_rangevector(op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1144 812
1145 dir=absdir(4+rv.direction); 813 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 814 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 815 {
816 int m = 1 - rndm (2) * 2;
817
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
819 return;
820 }
821
1153 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 824 op->enemy = NULL;
1156} 825}
1157
1158 826
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 829 * stop.
1162 */ 830 */
831int
1163int check_pick(object *op) { 832check_pick (object *op)
833{
1164 object *tmp, *next; 834 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 835 int stop = 0;
1167 int j, k, wvratio; 836 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 837
1170
1171 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1173 return 1; 840 return 1;
1174 841
1175 op_tag = op->count;
1176
1177 next = op->below; 842 next = op->below;
1178 if (next) 843
1179 next_tag = next->count; 844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 846
1181 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 848 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 849 while (next && !next->destroyed ())
1184 { 850 {
1185 tmp = next; 851 tmp = next;
1186 next = tmp->below; 852 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 853
1190 if (was_destroyed (op, op_tag)) 854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
860 if (op->destroyed ())
1191 return 0; 861 return 0;
1192 862
1193 if ( ! can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1194 continue; 864 continue;
1195 865
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 867 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1200 continue; 871 continue;
1201 } 872 }
1202 873
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 874 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1240 { 876 {
1241 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 878 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 883
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
1280 /* philosophy: 893 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 894 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 895 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 896 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 897 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 898 * example.
1286 * The drawback: right now it has no frontend, so you need to 899 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 900 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 901 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 904 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 905 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 906 * meaning if any test passes, the item gets picked up. */
1294 907
1295 /* if mode is set to pick nothing up, return */ 908 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 909 if (op->contr->mode == PU_NOTHING)
910 return 1;
1298 911
1299 /* if mode is set to stop when encountering objects, return */ 912 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 913 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 914 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 915 if (op->contr->mode & PU_STOP)
916 return 0;
1304 917
1305 /* useful for going into stores and not losing your settings... */ 918 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 919 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 920 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
1309 923
1310 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
1312 927
1313 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
1315 931
1316 /* all food and drink if desired */ 932 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 935 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
1321 if(op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1324 947
1325 if(op->contr->mode & PU_POTION) 948 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 949 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
1328 954
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 955 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 956 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 957 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1333 if(op->contr->mode & PU_SKILLSCROLL) 963 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 964 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
1336 if(op->contr->mode & PU_READABLES) 970 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1339 976
1340 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
1344 987
1345 /* pick up all magical items */ 988 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1349 996
1350 if(op->contr->mode & PU_VALUABLES) 997 if (op->contr->mode & PU_VALUABLES)
1351 { 998 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 999 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1354 } 1004 }
1355 1005
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1012 {
1013 CHK_PICK_PICKUP;
1014 continue;
1015 }
1016
1017 /* we don't forget dragon food */
1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1022 continue;
1023 }
1360 1024
1361 /* bows and arrows. Bows are good for selling! */ 1025 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1026 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1027 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1365 if(op->contr->mode & PU_ARROW) 1033 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1034 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1368 1039
1369 /* all kinds of armor etc. */ 1040 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1041 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1042 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1373 if(op->contr->mode & PU_HELMET) 1048 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1049 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1376 if(op->contr->mode & PU_SHIELD) 1055 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1056 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1379 if(op->contr->mode & PU_BOOTS) 1062 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1063 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1382 if(op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1385 if(op->contr->mode & PU_CLOAK) 1076 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1077 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1388 1082
1389 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1393 1090
1394 /* careful: chairs and tables are weapons! */ 1091 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1092 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1093 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1094 if (tmp->type == WEAPON)
1398 { 1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1096 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1097 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1098 continue;
1402 } 1099 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1100 }
1410 1101
1411 /* misc stuff that's useful */ 1102 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1103 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1415 1109
1416 /* any of the last 4 bits set means we use the ratio for value 1110 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1111 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1112 if (op->contr->mode & PU_RATIO)
1419 { 1113 {
1420 /* use value density to decide what else to grab */ 1114 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1115 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1117 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1118 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1120 {
1427 pick_up(op, tmp);
1428#if 0 1121#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1123 if (tmp->name != NULL)
1124 {
1431 fprintf(stderr,"%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1432 } 1126 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1127 else
1128 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1131#endif
1437 continue; 1132 CHK_PICK_PICKUP;
1438 } 1133 continue;
1134 }
1135 } /* the new pickup model */
1439 } 1136 }
1440 } /* the new pickup model */ 1137
1441 }
1442 return ! stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1443} 1174}
1444 1175
1445/* 1176/*
1446 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1179 * found object is returned.
1449 */ 1180 */
1181static object *
1450object *find_arrow(object *op, const char *type) 1182find_arrow (object *op, const char *type)
1451{ 1183{
1452 object *tmp = NULL; 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1453 1187
1454 for(op=op->inv; op; op=op->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1190 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1191 {
1458 else if (op->type==ARROW && op->race==type) 1192 splay (tmp);
1193 return arrow;
1194 }
1195
1459 return op; 1196 return 0;
1460 return tmp;
1461} 1197}
1462 1198
1463/* 1199/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1204 */
1469 1205static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1207{
1472 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1474 1210
1475 if (!type) 1211 if (!type)
1476 return NULL; 1212 return NULL;
1477 1213
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1215 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1217 {
1218 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1483 if (i > betterby) { 1221 if (i > betterby)
1484 tmp = ntmp; 1222 {
1485 betterby = i; 1223 tmp = ntmp;
1486 } 1224 betterby = i;
1225 }
1226 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1227 else if (arrow->type == ARROW && arrow->race == type)
1228 {
1488 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1230 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1231 {
1491 if (arrow->attacktype & AT_DEATH) { 1232 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1233 {
1493 return arrow; 1234 *better = 100;
1494 } else { 1235 return arrow;
1495 tmp = arrow; 1236 }
1237 else
1238 {
1239 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1240 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1241 }
1498 } else { 1242 }
1243 else
1244 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1246 {
1500 attacktype = 1<<attacknum; 1247 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1250 {
1251 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1253 }
1506 } 1254 }
1255
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1257 {
1258 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1260 }
1261
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1263 {
1264 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1266 }
1267 }
1268 }
1515 } 1269 }
1516 } 1270
1517 }
1518 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1272 return find_arrow (op, type);
1520 1273
1521 *better = betterby; 1274 *better = betterby;
1522 return tmp; 1275 return tmp;
1523} 1276}
1524 1277
1525/* looks in a given direction, finds the first valid target, and calls 1278/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1280 * op = the shooter
1528 * type = bow->race 1281 * type = bow->race
1529 * dir = fire direction 1282 * dir = fire direction
1530 */ 1283 */
1531 1284static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1286{
1534 object *tmp = NULL; 1287 object *tmp = NULL;
1535 mapstruct *m; 1288 maptile *m;
1536 int i, mflags, found, number; 1289 int i, mflags, found, number;
1537 sint16 x, y; 1290 sint16 x, y;
1538 1291
1539 if (op->map == NULL) 1292 if (op->map == NULL)
1540 return find_arrow(op, type); 1293 return find_arrow (op, type);
1541 1294
1542 /* do a dex check */ 1295 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1296 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1297 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1298 return find_arrow (op, type);
1546 1299
1547 m = op->map; 1300 m = op->map;
1548 x = op->x; 1301 x = op->x;
1549 y = op->y; 1302 y = op->y;
1550 1303
1551 /* find the first target */ 1304 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1305 for (i = 0, found = 0; i < 20; i++)
1306 {
1553 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1312 {
1558 break; 1313 tmp = 0;
1314 break;
1315 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1317 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1562 */ 1320 */
1563 tmp = NULL; 1321 tmp = 0;
1564 break; 1322 break;
1565 } 1323 }
1324
1566 if (mflags & P_IS_ALIVE) { 1325 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1328 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1329 }
1576 if (tmp == NULL) 1330
1331 if (!tmp)
1577 return find_arrow(op, type); 1332 return find_arrow (op, type);
1578 1333
1579 if (tmp->head) 1334 if (tmp->head)
1580 tmp = tmp->head; 1335 tmp = tmp->head;
1581 1336
1582 return find_better_arrow(op, tmp, type, &i); 1337 return find_better_arrow (op, tmp, type, &i);
1583} 1338}
1584 1339
1585/* 1340/*
1586 * Creature fires a bow - op can be monster or player. Returns 1341 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1342 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1345 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1346 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1347 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1348 * player fire modes.
1594 */ 1349 */
1350int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1352{
1598 object *left, *bow; 1353 object *left, *bow;
1599 tag_t left_tag, tag; 1354 int mflags;
1600 int bowspeed, mflags; 1355 maptile *m;
1601 mapstruct *m;
1602 1356
1603 if (!dir) { 1357 if (!dir)
1358 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1360 return 0;
1361 }
1362
1363 if (op->contr)
1364 bow = op->current_weapon;
1365 else
1606 } 1366 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1613 */ 1370 */
1614 if(bow->type==BOW) 1371 if (bow->type == BOW)
1615 break; 1372 break;
1616 1373
1617 if (!bow) { 1374 if (!bow)
1375 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1377 return 0;
1620 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1621 } 1382 }
1383
1622 if( !bow->race || !bow->skill) { 1384 if (!bow->race || !bow->skill)
1385 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1387 return 0;
1625 } 1388 }
1626 1389
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1390 if (arrow == NULL)
1391 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1393 {
1637 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1397 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1643 return 0; 1400 return 0;
1644 } 1401 }
1645 } 1402 }
1403
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1405 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1406 return 0;
1649 } 1407
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1409 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1411 return 0;
1653 } 1412 }
1654 1413
1655 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1415 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1418 arrow->destroy ();
1419 return 0;
1420 }
1661 1421
1662 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1423 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1424 if (!arrow)
1665 if (arrow == NULL) { 1425 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1427 return 0;
1668 return 0;
1669 } 1428 }
1670 set_owner(arrow, op); 1429
1671 if (arrow->skill) free_string(arrow->skill); 1430 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1431 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1432 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1433
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1437 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1438
1690 /* Note that this was different for monsters - they got their level 1439#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1440 if (player *pl = op->contr)
1692 */
1693 1441 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1442 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1698 /* update the speed */ 1456 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1458 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1459
1704 if (arrow->speed < 1.0) 1460 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1708 1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1709 if (op->type == PLAYER) { 1465 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1466 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1468 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1474 }
1475 else
1476 {
1720 arrow->level = op->level; 1477 arrow->level = op->level;
1721 } 1478 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1479
1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1723 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1484 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1485
1727 arrow->map = m; 1486 wc -= arrow->level;
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1492
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1494 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1495
1735 if (!was_destroyed(arrow, tag)) 1496 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1497 move_arrow (arrow);
1737 1498
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1499 return 1;
1745} 1500}
1746 1501
1747/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1503 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1507 * hence the function name.
1753 */ 1508 */
1509static int
1754int player_fire_bow(object *op, int dir) 1510player_fire_bow (object *op, int dir)
1755{ 1511{
1756 int ret=0, wcmod=0; 1512 int ret;
1757 1513
1758 if (op->contr->bowtype == bow_bestarrow) { 1514 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1515 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1517 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1519 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1522 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1523 else if (op->contr->bowtype == bow_threewide)
1524 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1528 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1529 else if (op->contr->bowtype == bow_spreadshot)
1530 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1534 }
1776 } else { 1535 else
1536 {
1777 /* Simple case */ 1537 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1539 }
1540
1780 return ret; 1541 return ret;
1781} 1542}
1782
1783 1543
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1786 */ 1546 */
1547static void
1787void fire_misc_object(object *op, int dir) 1548fire_misc_object (object *op, int dir)
1788{ 1549{
1789 object *item; 1550 object *item = op->contr->ranged_ob;
1790 1551
1791 if (!op->contr->ranges[range_misc]) { 1552 if (!item)
1553 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1555 return;
1794 } 1556 }
1795 1557
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1558 if (!item->inv)
1559 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1561 return;
1800 } 1562 }
1801 if (item->type == WAND) { 1563
1802 if(item->stats.food<=0) { 1564 if (!op->apply (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1565 return;
1806 } 1566
1567 if (item->type == WAND)
1568 {
1569 if (item->stats.food <= 0)
1570 {
1571 op->contr->play_sound (sound_find ("wand_poof"));
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1574 return;
1575 }
1576 }
1577 else if (item->type == ROD || item->type == HORN)
1578 {
1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1584 {
1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1587 if (item->type == ROD)
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1589 else
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595
1596 if (cast_spell (op, item, dir, item->inv, NULL))
1597 {
1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1600 if (item->type == WAND)
1601 {
1602 if (!(--item->stats.food))
1603 {
1604 object *tmp;
1605
1606 if (item->arch)
1607 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1609 item->face = item->arch->face;
1610 item->set_speed (0);
1611 }
1612
1613 if (object *pl = item->visible_to ())
1614 esrv_update_item (UPD_ANIM, pl, item);
1615 }
1616 }
1807 } else if (item->type == ROD || item->type==HORN) { 1617 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1618 drain_rod_charge (item);
1837 }
1838 } 1619 }
1839} 1620}
1840 1621
1841/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1842 */ 1623 */
1624bool
1843void fire(object *op,int dir) { 1625fire (object *who, int dir)
1626{
1844 int spellcost=0; 1627 int spellcost = 0;
1845 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1846 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1651 if (action_makes_visible (who))
1652 make_visible (who);
1848 1653
1849 switch(op->contr->shoottype) { 1654 switch (ob->type)
1850 case range_none: 1655 {
1851 return; 1656 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1657 player_fire_bow (who, dir);
1855 return; 1658 break;
1856 1659
1857 case range_magic: /* Casting spells */ 1660 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1662 break;
1860 1663
1861 case range_misc: 1664 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1665 apply_map_builder (who, dir);
1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1676 default:
1677 fire_misc_object (who, dir);
1678 break;
1679 }
1680
1681 return true;
1682}
1683
1684static object *
1685find_key_ (object *pl, object *container, object *door)
1686{
1687 object *tmp, *key;
1688
1689 /* Should not happen, but sanity checking is never bad */
1690 if (!container->inv)
1691 return 0;
1692
1693 /* First, lets try to find a key in the top level inventory */
1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1695 {
1696 if (door->type == DOOR && tmp->type == KEY)
1697 break;
1698
1699 /* For sanity, we should really check door type, but other stuff
1700 * (like containers) can be locked with special keys
1701 */
1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1703 break;
1704 }
1705
1706 /* No key found - lets search inventories now */
1707 /* If we find and use a key in an inventory, return at that time.
1708 * otherwise, if we search all the inventories and still don't find
1709 * a key, return
1710 */
1711 if (!tmp)
1712 {
1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1714 /* No reason to search empty containers */
1715 if (tmp->type == CONTAINER && tmp->inv)
1716 if ((key = find_key_ (pl, tmp, door)))
1717 return key;
1718
1719 if (!tmp)
1886 return; 1720 return 0;
1887 default: 1721 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1722
1889 return; 1723 /* We get down here if we have found a key. Now if its in a container,
1724 * see if we actually want to use it
1725 */
1726 if (pl != container)
1890 } 1727 {
1891} 1728 /* Only let players use keys in containers */
1729 if (!pl->contr)
1730 return 0;
1892 1731
1732 /* cases where this fails:
1733 * If we only search the player inventory, return now since we
1734 * are not in the players inventory.
1735 * If the container is not active, return now since only active
1736 * containers can be used.
1737 * If we only search keyrings and the container does not have
1738 * a race/isn't a keyring.
1739 * No checking for all containers - to fall through past here,
1740 * inv must have been an container and must have been active.
1741 *
1742 * Change the color so that the message doesn't disappear with
1743 * all the others.
1744 */
1745 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL;
1752 }
1753 }
1893 1754
1755 return tmp;
1756}
1894 1757
1895/* find_key 1758/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1759 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1760 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1761 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1763 * pl is the player,
1901 * inv is the objects inventory to searched 1764 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1765 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1766 * This function can be called recursively to search containers.
1904 */ 1767 */
1905 1768object *
1906object * find_key(object *pl, object *container, object *door) 1769find_key (object *pl, object *container, object *door)
1907{ 1770{
1908 object *tmp,*key; 1771 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1772 {
1922 /* No key found - lets search inventories now */ 1773 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1774 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1775 // of searching through containers ourselves.
1925 * a key, return 1776
1926 */ 1777 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1778 }
1933 } 1779 else
1934 if (!tmp) return NULL; 1780 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1781}
1968 1782
1969/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1972 * 0 otherwise 1786 * 0 otherwise
1973 */ 1787 */
1788static int
1974static int player_attack_door(object *op, object *door) 1789player_attack_door (object *op, object *door)
1975{ 1790{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1980 */ 1794 */
1981 object *key=find_key(op, op, door); 1795 object *key = find_key (op, op, door);
1982 1796
1983 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1984 if (key) { 1798 if (key)
1799 {
1985 object *container=key->env; 1800 object *container = key->env;
1986 1801
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1802 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1803 make_visible (op);
1804
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1806 spring_trap (door->inv, op);
1807
1990 if (door->type == DOOR) { 1808 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1810 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1811 {
1995 "You open the door with the %s", query_short_name(key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1814 }
1815
1998 /* Do this after we print the message */ 1816 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1818
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1820 }
2004 } else if (door->type==LOCKED_DOOR) { 1821 else if (door->type == LOCKED_DOOR)
1822 {
2005 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1825 return 1;
2008 } 1826 }
1827
2009 return 0; 1828 return 0;
2010} 1829}
2011 1830
2012/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2017 */ 1836 */
2018 1837bool
2019void move_player_attack(object *op, int dir) 1838move_player_attack (object *op, int dir)
2020{ 1839{
2021 object *tmp, *mon, *tpl; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1841 {
2023 int on_battleground; 1842 --op->speed_left;
2024 mapstruct *m; 1843 return true;
1844 }
2025 1845
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2030 1848
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2032 1851
2033 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2034 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2035 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2036 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1859 * move_ob uses.
2041 */ 1860 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1861 maptile *m = op->map->xy_find (nx, ny);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 1862
2054 mon = NULL;
2055 /* Go through all the objects, and find ones of interest. Only stop if 1863 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 1864 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 1865 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 1866 * on the space
2059 */ 1867 */
2060 while (tmp!=NULL) { 1868 object *mon;
2061 if (tmp == op) { 1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1870 {
2063 continue; 1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2064 } 1876 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1877
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 1878 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 1879 return false; /* into a wall */
2076 1880
2077 if(mon->head != NULL)
2078 mon = mon->head; 1881 mon = mon->head_ ();
2079 1882
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door(op, mon)) return; 1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
1889 }
2082 1890
2083 /* The following deals with possibly attacking peaceful 1891 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1892 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1893 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1894 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1895 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1896 * and thus will not push them.
2089 */ 1897 */
2090 1898
2091 /* If the creature is a pet, push it even if the player is not 1899 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 1900 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1901 * player owns it and it is either friendly or unagressive.
2094 */ 1902 */
2095 if ((op->type==PLAYER) 1903 if (op->type == PLAYER
2096#if COZY_SERVER 1904 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1906 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 1908 {
2108 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 1910 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1911 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
1924 }
1925 else
1926 return false;
1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
2116 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1934 * attack them either.
2120 */ 1935 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2123 ( 1938 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
1943 {
1944 --op->speed_left;
1945
1946 if (!op->contr->braced)
2130 )) { 1947 {
2131 if (!op->contr->braced) { 1948 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1949 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1950 }
2134 } else { 1951 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
1953
1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1955 make_visible (op);
1956
1957 return true;
1958 }
2136 } 1959 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2142 */ 1962 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
2144 recursive_roll(mon,dir,op); 1969 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
2146 } 1971 make_visible (op);
2147 1972
1973 return true;
1974 }
1975 }
2148 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2153 */ 1981 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 1984 {
1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1986 {
1987 --op->contr->weapon_sp_left;
2158 1988
2159 /* If the player hasn't hit something this tick, and does 1989 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 1990
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1994 return true;
1995 }
2168 } 1996 }
2169 1997
2170 skill_attack(mon, op, 0, NULL, NULL); 1998 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 1999}
2188 2000
2001bool
2189int move_player(object *op,int dir) { 2002move_player (object *op, int dir)
2190 int pick; 2003{
2191 object *transport = op->contr->transport; 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2192
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 2005 return 0;
2006
2007 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9)
2009 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0;
2012 }
2013
2014 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017
2018 op->facing = dir;
2019
2020 if (op->flag [FLAG_HIDDEN])
2021 do_hidden_move (op);
2022
2023 bool retval;
2024 int pick = 0;
2025
2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2027 retval = RESULT_INT (0);
2028 else if (op->contr->fire_on)
2029 retval = fire (op, dir);
2030 else
2031 {
2032 retval = move_player_attack (op, dir);
2033 pick = check_pick (op);
2034 }
2035
2036 /* Add special check for newcs players and fire on - this way, the
2037 * server can handle repeat firing.
2038 */
2039 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2040 op->direction = dir;
2041 else
2042 op->direction = 0;
2043
2044 /* Update how the player looks. Use the facing, so direction may
2045 * get reset to zero. This allows for full animation capabilities
2046 * for players.
2047 */
2048 animate_object (op, op->facing);
2049
2050 return retval;
2255} 2051}
2256 2052
2257/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2054 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2056 * the new speed values for commands.
2261 * 2057 *
2262 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2263 */ 2061 */
2062bool
2264int handle_newcs_player(object *op) 2063handle_newcs_player (object *op)
2265{ 2064{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2066 {
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070 flee_player (op);
2290 2071
2291 /* I've been seeing crashes where the golem has been destroyed, but 2072 return true;
2292 * the player object still points to the defunct golem. The code that 2073 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2074 else
2294 * put this in a a workaround to clean up the golem pointer. 2075 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2076 }
2302 2077
2303 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2080 * called, so we recheck it here.
2306 */ 2081 */
2307 HandleClient(&op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2083 return true;
2309 2084
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2086 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2087
2320 else return 0; 2088 return false;
2321 } 2089}
2090
2091static int
2092save_life (object *op)
2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2095 return 0;
2323}
2324 2096
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2099 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2100 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2102
2337 if (op->contr) 2103 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2105
2342 if(op->stats.hp<0) 2106 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2108
2344 if(op->stats.food<0) 2109 if (op->stats.food < 0)
2345 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2346 fix_player(op); 2111
2112 op->update_stats ();
2347 return 1; 2113 return 1;
2348 } 2114 }
2115
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2119 return 0;
2353} 2120}
2354 2121
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2358 * from. 2125 * from.
2359 */ 2126 */
2127static void
2360void remove_unpaid_objects(object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2361{ 2129{
2362 object *next;
2363
2364 while (op) { 2130 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2131 {
2366 * we remove object 'op' 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2133
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2135 op->insert_at (env);
2370 op->x = env->x; 2136 else if (op->inv)
2371 op->y = env->y; 2137 drop_unpaid_items (op->inv, env);
2372 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2138
2381 2139 op = next;
2382/*
2383 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory.
2388 */
2389char *gravestone_text (object *op)
2390{
2391 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF];
2393 time_t now = time (NULL);
2394
2395 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398 else
2399 sprintf (buf, "%s\n", op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 sprintf (buf, "who was in level %d when killed\n", op->level);
2404 else
2405 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER) {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 } 2140 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 return buf2;
2417} 2141}
2418 2142
2143void
2144object::drop_unpaid_items ()
2145{
2146 if (!flag [FLAG_REMOVED])
2147 ::drop_unpaid_items (inv, this);
2148}
2419 2149
2420 2150void
2421void do_some_living(object *op) { 2151do_some_living (object *op)
2152{
2422 int last_food=op->stats.food; 2153 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2154 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2155 int over_hp, over_sp, over_grace;
2425 int i; 2156 int i;
2426 int rate_hp = 1200; 2157 int rate_hp = 1200;
2427 int rate_sp = 2500; 2158 int rate_sp = 2500;
2428 int rate_grace = 2000; 2159 int rate_grace = 2000;
2429 const int max_hp = 1; 2160 const int max_hp = 1;
2430 const int max_sp = 1; 2161 const int max_sp = 1;
2431 const int max_grace = 1; 2162 const int max_grace = 1;
2432 2163
2433 if (op->contr->outputs_sync) { 2164 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2165 {
2435 if (op->contr->outputs[i].buf!=NULL && 2166 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2167 /* the socket code flashes the player visible/invisible
2437 flush_output_element(op, &op->contr->outputs[i]); 2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2438 } 2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2175 {
2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2181 }
2439 2182
2440 if(op->contr->state==ST_PLAYING) { 2183 if (op->contr->ns->state == ST_PLAYING)
2441 2184 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2187 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2189 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2190 {
2191 gen_hp = op->stats.maxhp;
2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2193 }
2194
2195 if (op->contr->gen_sp >= 0)
2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2197 else
2198 {
2199 gen_sp = op->stats.maxsp;
2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2201 }
2202
2203 if (op->contr->gen_grace >= 0)
2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2205 else
2206 {
2207 gen_grace = op->stats.maxgrace;
2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2209 }
2210
2211 /* Regenerate Grace */
2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2213 if (--op->last_grace < 0)
2214 {
2215 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2218 if (max_grace > 1)
2219 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2221 if (over_grace > 0)
2222 {
2223 op->stats.sp += over_grace
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0;
2226 }
2227 else
2228 {
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 }
2232 else
2233 {
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */
2237 }
2238
2239 if (op->stats.food > 0)
2240 {
2241 /* Regenerate Spell Points */
2242 if (!op->contr->golem && --op->last_sp < 0)
2243 {
2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2245
2246 if (op->stats.sp < op->stats.maxsp)
2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2253 op->stats.food--;
2254
2255 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion;
2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2258 op->stats.food = last_food;
2259 }
2260 }
2261
2262 if (max_sp > 1)
2263 {
2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2291 {
2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2320 }
2321 }
2322
2323 /* Digestion */
2324 if (--op->last_eat < 0)
2325 {
2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2328
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330
2560 /* dms do not consume food */ 2331 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2333 op->stats.food--;
2563 } 2334 }
2564 2335
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2337 {
2338 object *flesh = 0;
2567 2339
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2340 for_inv_removable (op, tmp)
2341 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2346 {
2572 manual_apply(op,tmp,0); 2347 op->statusmsg ("You blindly grab for a bite of food. "
2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2349 op->apply (tmp);
2350
2573 if(op->stats.food>=0||op->stats.hp<0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2352 break;
2575 } 2353 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2354 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2355 flesh = tmp;
2578 } /* end of for loop */ 2356 }
2357
2579 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2580 * eat flesh instead. 2359 * eat flesh instead.
2581 */ 2360 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2362 {
2584 manual_apply(op,flesh,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2585 } 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 } /* end if player is starving */ 2365 op->apply (flesh);
2366 }
2587 2367
2588 while(op->stats.food<0&&op->stats.hp>0) 2368 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2369 if (op->stats.food < 0)
2590 2370 op->failmsg ("You are starving! "
2591 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2592 kill_player(op);
2593}
2594
2595 2372 }
2373
2374 if (op->stats.food < 0)
2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2385
2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2388 kill_player (op);
2389 }
2390}
2596 2391
2597/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2598 * op is the player in jeopardy. If the player can not be saved (not 2393 * op is the player in jeopardy. If the player can not be saved (not
2599 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2395 * file.
2601 */ 2396 */
2397void
2602void kill_player(object *op) 2398kill_player (object *op)
2603{ 2399{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2400 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2402 int will_kill_again;
2613 archetype *at; 2403 archetype *at;
2614 object *tmp; 2404 object *tmp;
2615 2405
2616 if(save_life(op)) 2406 if (save_life (op))
2617 return; 2407 return;
2618 2408
2409 dynbuf_text deathtab;
2619 2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2444
2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2621 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2622 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2448 */
2624 if (op_on_battleground(op, &x, &y)) { 2449 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2450 {
2626 "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op);
2633 if (tmp) {
2634 remove_ob(tmp);
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 }
2638 2452
2639 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op);
2641 if (tmp) {
2642 remove_ob(tmp);
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 }
2646
2647 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999;
2650
2651 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2455
2654 { 2456 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2458 tmp->msg = format (
2657 sprintf(buf," This finger has been cut off %s\n" 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2658 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2461 (int)op->level,
2660 op->contr->killer); 2462 op->contr->killer_name ()
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2463 );
2464 tmp->value = 0, tmp->type = 0;
2465 tmp->material = name_to_material (shstr_organic);
2466 tmp->insert_at (op, tmp);
2467
2668 /* teleport defeated player to new destination*/ 2468 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2470 op->contr->braced = 0;
2671 return;
2672 }
2673 2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2473 return;
2474 }
2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2674 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2675 2480
2676 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2677 2482
2678 if(op->stats.food<0) { 2483 op->contr->play_sound (sound_find ("player_dies"));
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2484
2699 /* save the map location for corpse, gravestone*/ 2485 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2701 2489
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2490 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * life if they are dead - it takes some exp and a random stat. 2491 * life if they are dead - it takes some exp and a random stat.
2706 * See the config.h file for a little more in depth detail about this. 2492 * See the config.h file for a little more in depth detail about this.
2707 */ 2493 */
2708 2494
2709 /* Basically two ways to go - remove a stat permanently, or just 2495 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2496 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2497 * of death.
2712 */ 2498 */
2713#ifndef COZY_SERVER 2499#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2500 if (settings.balanced_stat_loss)
2501 {
2715 /* If stat loss is permanent, lose one stat only. */ 2502 /* If stat loss is permanent, lose one stat only. */
2716 /* Lower level chars don't lose as many stats because they suffer 2503 /* Lower level chars don't lose as many stats because they suffer
2717 more if they do. */ 2504 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2505 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2506 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2507 little bit harder. */
2721 /* GD */ 2508 /* GD */
2722 if (settings.stat_loss_on_death) 2509 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2510 num_stats_lose = 1;
2724 else 2511 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2513 }
2514 else
2727 num_stats_lose = 1; 2515 num_stats_lose = 1;
2728 } 2516
2729 lost_a_stat = 0; 2517 lost_a_stat = 0;
2730 2518
2731 for (z=0; z<num_stats_lose; z++) { 2519 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2520 {
2521 i = rndm (NUM_STATS);
2733 2522
2734 if (settings.stat_loss_on_death) { 2523 if (settings.stat_loss_on_death)
2524 {
2735 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2526 * what he lost.
2737 */ 2527 */
2738 change_attr_value(&(op->stats), i,-1); 2528 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2529 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2531 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2533 lost_a_stat = 1;
2744 } else { 2534 }
2535 else
2536 {
2745 /* deplete a stat */ 2537 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2539 object *dep;
2540
2541 dep = present_arch_in_ob (deparch, op);
2542 if (!dep)
2748 2543 {
2749 dep = present_arch_in_ob(deparch,op); 2544 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2545 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2546 }
2782 if (lose_this_stat) { 2547 lose_this_stat = 1;
2548 if (settings.balanced_stat_loss)
2549 {
2550 /* GD */
2551 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2552 this_stat = get_attr_value (&(dep->stats), i);
2553 if (this_stat < 0)
2554 {
2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2556 int keep_chance = this_stat * this_stat;
2557
2558 /* Yes, I am paranoid. Sue me. */
2559 if (keep_chance < 1)
2560 keep_chance = 1;
2561
2562 /* There is a maximum depletion total per level. */
2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 {
2565 lose_this_stat = 0;
2566 /* Take loss chance vs keep chance to see if we
2567 retain the stat. */
2568 }
2569 else
2570 {
2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2572 lose_this_stat = 0;
2573 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2574 this_stat, keep_chance, loss_chance,
2575 lose_this_stat?"LOSE":"KEEP"); */
2576 }
2577 }
2578 }
2579
2580 if (lose_this_stat)
2581 {
2582 this_stat = get_attr_value (&dep->stats, i);
2784 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2587 * difference.
2789 */ 2588 */
2790 if (this_stat>=-50) { 2589 if (this_stat >= -50)
2590 {
2791 change_attr_value(&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2592 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2594 op->update_stats ();
2795 lost_a_stat = 1; 2595 lost_a_stat = 1;
2796 } 2596 }
2797 } 2597 }
2598 }
2798 } 2599 }
2799 } 2600
2800 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2602 if (!lost_a_stat)
2802 { 2603 {
2803 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2606 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2607
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2608 if (god != shstr_none)
2808 "moment you feel the holy presence of %s protecting" 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2809 " you.", god); 2610 else
2810 else 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 2612 }
2613#else
2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2615#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2616
2818 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2618 * exp loss on the stone.
2820 */ 2619 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 sprintf(buf,"%s's gravestones",op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2825 FREE_AND_COPY(tmp->name_pl, buf); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n"
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2627
2835 /**************************************/ 2628 /**************************************/
2836 /* */ 2629 /* */
2837 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2631 /* */
2841 /**************************************/ 2632 /**************************************/
2842 2633
2843 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */
2845 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op);
2847 if (tmp) {
2848 remove_ob(tmp);
2849 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 }
2852
2853 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op);
2855 if (tmp) {
2856 remove_ob(tmp);
2857 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 }
2860 cure_disease(op,0); /* remove any disease */
2861
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2635 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2636
2869 /* 2637 /*
2870 * Check to see if the player is in a shop. IF so, then check to see if 2638 * Check to see if the player has any unpaid items. If so, remove them
2871 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
2872 * in the map. 2640 */
2873 */ 2641 op->drop_unpaid_items ();
2874 2642
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2643 /****************************************/
2884 /* */ 2644 /* */
2885 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2887 /* */ 2647 /* */
2888 /****************************************/ 2648 /****************************************/
2889 2649
2890 enter_player_savebed(op); 2650 enter_player_savebed (op);
2891 2651
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2652 op->contr->braced = 0;
2896 save_player(op,1);
2897 2653
2898 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2657 * on the space that might harm the player.
2902 */ 2658 */
2903 will_kill_again=0; 2659 will_kill_again = 0;
2904 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2660 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2905 if (tmp->type ==SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
2907 } 2663
2908 if (will_kill_again) { 2664 if (will_kill_again)
2665 {
2909 object *force; 2666 object *force;
2910 int at; 2667 int at;
2911 2668
2912 force=get_archetype(FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2671 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2672 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2674 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2676 force->resist[at] = 100;
2920 } 2677
2921 insert_ob_in_ob(force, op); 2678 insert_ob_in_ob (force, op);
2922 fix_player(op); 2679 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 } 2680 }
2981 }
2982 play_again(op);
2983 2681
2984 /* peterm: added to create a corpse at deathsite. */ 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2683}
2998 2684
2999 2685static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2686loot_object (object *op)
2687{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2688 object *tmp, *tmp2, *next;
3002 2689
3003 if (op->container) { /* close open sack first */ 2690 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2691
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2692 for (tmp = op->inv; tmp; tmp = next)
2693 {
3008 next=tmp->below; 2694 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2695
3010 remove_ob(tmp); 2696 if (tmp->invisible)
2697 continue;
2698
2699 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2700 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2701
3013 loot_object(tmp); 2702 if (tmp->type == CONTAINER)
3014 } 2703 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2704
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2706 {
3017 if(tmp->nrof>1) { 2707 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2708 {
3019 free_object(tmp2); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2711 }
2712 else
2713 tmp->destroy ();
2714 }
3021 } else 2715 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2716 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2717 }
3026} 2718}
3027 2719
3028/* 2720/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3030 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3031 * was changed. 2723 * was changed.
3032 */ 2724 */
2725void
2726fix_weight ()
2727{
2728 for_all_players (pl)
2729 {
2730 sint32 old = pl->ob->carrying;
3033 2731
3034void fix_weight(void) { 2732 pl->ob->update_weight ();
3035 player *pl; 2733
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2734 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2735 {
3038 if(old == sum) 2736 pl->ob->update_stats ();
3039 continue; 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2738 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2739 }
3044} 2740}
3045 2741
3046void fix_luck(void) { 2742void
3047 player *pl; 2743fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2744{
2745 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2747 pl->ob->change_luck (0);
3051} 2748}
3052
3053 2749
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3057 */ 2753 */
3058
3059void 2754void
3060cast_dust (object * op, object * throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3061{ 2756{
3062 object *skop, *spob; 2757 object *skop, *spob;
3063 2758
3064 skop = find_skill_by_name (op, throw_ob->skill); 2759 skop = find_skill_by_name (op, throw_ob->skill);
3065 2760
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2761 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2762 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2763 {
3069 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2764 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3070 op->name);
3071 return; 2765 return;
3072 } 2766 }
3073 2767
3074 spob = throw_ob->inv; 2768 spob = throw_ob->inv;
3075 2769
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2770 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3077 // not pass NULL to cast_spell (which did indeed check itself, but 2771 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 2772 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2773 if (!spob)
3080 { 2774 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2775 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3082 throw_ob->name, op->name);
3083 return; 2776 return;
3084 } 2777 }
3085 2778
3086 if (op->type == PLAYER) 2779 if (op->type == PLAYER)
3087 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3088 2781
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2782 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2783
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2784 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2785}
3095 2786
2787void
3096void make_visible (object *op) { 2788make_visible (object *op)
3097 op->hide = 0; 2789{
2790 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2791 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 2792
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 2793 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2794 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2795 op->contr->tmp_invis = 0;
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2796 op->contr->invis_race = 0;
2797 }
2798
2799 update_object (op, UP_OBJ_CHANGE);
2800}
2801
2802int
2803is_true_undead (object *op)
2804{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2806 return 1;
2807
3115 return 0; 2808 return 0;
3116} 2809}
3117 2810
3118/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2813 * indicate greater hideability.
3121 */ 2814 */
3122 2815int
3123int hideability(object *ob) { 2816hideability (object *ob)
2817{
3124 int i,level=0, mflag; 2818 int i, level = 0, mflag;
3125 sint16 x,y; 2819 sint16 x, y;
3126 2820
3127 if(!ob||!ob->map) return 0; 2821 if (!ob || !ob->map)
2822 return 0;
3128 2823
3129 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3131 2826
3132 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2830 if (ob->has_carried_lights ())
2831 level = -(10 + (2 * ob->map->darklevel ()));
3136 2832
3137 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2837 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2839 if (mflag & P_OUT_OF_MAP)
2840 continue;
2841
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2843 level += 2;
3143 else /* open terrain! */ 2844 else /* open terrain! */
3144 level -= 1; 2845 level -= 1;
3145 } 2846 }
3146 2847
3147#if 0 2848#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2849 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2850#endif
3150 return level; 2851 return level;
3151} 2852}
3152 2853
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2858 */
3158 2859void
3159void do_hidden_move (object *op) { 2860do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2861{
3161 object *skop; 2862 int hide = 0;
3162 2863
3163 if(!op || !op->map) return; 2864 if (!op || !op->map)
2865 return;
3164 2866
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3166 2869
3167 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2871 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2872 if (!skop || num >= skop->level)
2873 {
3170 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3171 make_visible(op); 2875 make_visible (op);
3172 return; 2876 return;
3173 } else num += 20;
3174 } 2877 }
2878 else
2879 num += 20;
2880
3175 num += op->map->difficulty; 2881 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2883 num -= hide;
2884
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2886 {
3179 make_visible(op); 2887 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2888
3181 "You moved out of hiding! You are visible!"); 2889 if (op->type == PLAYER)
2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 2891 }
3183 else if (op->type == PLAYER && skop) { 2892 else if (op->type == PLAYER && skop)
3184 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 }
3186} 2894}
3187 2895
3188/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3189 2897
2898int
3190int stand_near_hostile( object *who ) { 2899stand_near_hostile (object *who)
2900{
3191 object *tmp=NULL; 2901 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2902 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2903 maptile *m;
3194 sint16 x,y; 2904 sint16 x, y;
3195 2905
3196 if(!who) return 0; 2906 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 2907 return 0;
2908
2909 if (who->type == PLAYER)
2910 player = 1;
2911
2912 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2914
2915 /* search adjacent squares */
2916 for (i = 1; i < 9; i++)
2917 {
2918 x = who->x + freearr_x[i];
2919 y = who->y + freearr_y[i];
2920 m = who->map;
2921 mflags = get_map_flags (m, &m, x, y, &x, &y);
2922 /* space must be blocked if there is a monster. If not
2923 * blocked, don't need to check this space.
2924 */
2925 if (mflags & P_OUT_OF_MAP)
2926 continue;
2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2928 continue;
2929
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 {
2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2933 return 1;
2934 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2938 return 1;
2939 }
2940 }
2941 }
2942 return 0;
3226} 2943}
3227 2944
3228/* check the player los field for viewability of the 2945/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3230 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3231 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3237 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 2955 * -b.t.
3239 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3240 */ 2957 */
3241 2958int
3242int player_can_view (object *pl,object *op) { 2959player_can_view (object *pl, object *op)
2960{
3243 rv_vector rv; 2961 rv_vector rv;
3244 int dx,dy; 2962 int dx, dy;
3245 2963
3246 if(pl->type!=PLAYER) { 2964 if (pl->type != PLAYER)
2965 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 2967 return -1;
3273 op = op->more;
3274 } 2968 }
2969
2970 if (!pl || !op)
3275 return 0; 2971 return 0;
3276}
3277 2972
3278/* routine for both players and monsters. We call this when 2973 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 2974
3280 * place or invisiblity spell. Artefact invisiblity is not 2975 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 2976
3282 * return 0. 2977 /* starting with the 'head' part, lets loop
2978 * through the object and find if it has any
2979 * part that is in the los array but isn't on
2980 * a blocked los square.
2981 * we use the archetype to figure out offsets.
3283 */ 2982 */
3284int action_makes_visible (object *op) { 2983 while (op)
2984 {
2985 dx = rv.distance_x + op->arch->x;
2986 dy = rv.distance_y + op->arch->y;
3285 2987
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291
3292 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295 return 1; 2989 return 1;
3296 } 2990
2991 op = op->more;
3297 } 2992 }
2993
3298 return 0; 2994 return 0;
3299} 2995}
3300 2996
3301/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3002 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3004 */
3005int
3309int op_on_battleground (object *op, int *x, int *y) { 3006op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3007{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3017 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3321 strcmp(tmp->name, "battleground")==0 && 3019 && tmp->type == BATTLEGROUND
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3023 /* before we assign the exit, check if this is a teambattle */
3324 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3325 object *invtmp; 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3027 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3028 if (x && y)
3329 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3031 return 1;
3032 }
3033
3034 if (x && y)
3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3331 return 1; 3037 return 1;
3332 } 3038 }
3333 } 3039 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3040 }
3339 } 3041
3340 }
3341 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3342 return 0; 3043 return 0;
3343} 3044}
3344 3045
3345/* 3046/*
3349 * attributes: 3050 * attributes:
3350 * object *who the dragon player 3051 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3052 * int atnr the attack-number of the ability focus
3352 * int level ability level 3053 * int level ability level
3353 */ 3054 */
3055void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3056dragon_ability_gain (object *who, int atnr, int level)
3057{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3058 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3059 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3060 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3061 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3063 int i = 0, j = 0;
3361 3064
3362 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3074
3372 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3373 return; 3076 return;
3374 3077
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3079
3377 3080 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3081 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3083 return;
3381 } 3084 }
3382 3085
3383 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3087 item = tr->item;
3385 3088
3386 if (item->type == SPELL) { 3089 if (item->type == SPELL)
3090 {
3387 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3388 return; 3092 return;
3389 3093
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3094 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3095 do_learn_spell (who, item, 0);
3392 return; 3096 return;
3393 } 3097 }
3394 3098
3395 /* grant direct spell */ 3099 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3100 if (item->type == SPELLBOOK)
3101 {
3397 if (!item->inv) { 3102 if (!item->inv)
3103 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3104 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3105 return;
3401 } 3106 }
3402 if (check_spell_known (who, item->inv->name)) 3107 if (check_spell_known (who, item->inv->name))
3403 return; 3108 return;
3404 if (item->invisible) { 3109 if (item->invisible)
3110 {
3405 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3111 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406 do_learn_spell (who, item->inv, 0); 3112 do_learn_spell (who, item->inv, 0);
3407 return; 3113 return;
3408 } 3114 }
3409 } 3115 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3116 else if (item->type == SKILL_TOOL && item->invisible)
3117 {
3411 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3118 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3119 {
3412 3120
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3121 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3122 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3123 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3124 * but not all of them, he gets nothing.
3417 */ 3125 */
3418 if (!(skop->attacktype & item->attacktype)) { 3126 if (!(skop->attacktype & item->attacktype))
3127 {
3419 /* Give new attacktype */ 3128 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3129 skop->attacktype |= item->attacktype;
3421 3130
3422 /* always add physical if there's none */ 3131 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3132 skop->attacktype |= AT_PHYSICAL;
3424
3425 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3133
3428 /* Give player new face */ 3134 if (item->msg != NULL)
3429 if (item->animation_id) {
3430 who->face = skop->face;
3431 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0;
3434 who->state = 0;
3435 animate_object(who, who->direction);
3436 }
3437 }
3438 }
3439 }
3440 else if (item->type == FORCE) {
3441 /* forces in the treasurelist can alter the player's stats */
3442 object *skin;
3443 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3445 skin=skin->below);
3446 if (skin == NULL) return;
3447
3448 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451
3452 /* print message */
3453 sprintf(buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455 if(item->path_attuned & (1<<i)) {
3456 if (j)
3457 strcat(buf," and ");
3458 else
3459 j = 1;
3460 strcat(buf, spellpathnames[i]);
3461 }
3462 }
3463 strcat(buf,".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465 }
3466
3467 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474
3475 /* print message if there is one */
3476 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3135 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3478 }
3479 else {
3480 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item);
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3483 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp);
3486 }
3487}
3488 3136
3489/** 3137 /* Give player new face */
3490 * Unready an object for a player. This function does nothing if the object was 3138 if (item->animation_id)
3491 * not readied. 3139 {
3492 */ 3140 who->face = skop->face;
3493void player_unready_range_ob(player *pl, object *ob) { 3141 who->animation_id = item->animation_id;
3494 rangetype i; 3142 who->anim_speed = item->anim_speed;
3495 3143 who->last_anim = 0;
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3144 who->state = 0;
3497 if (pl->ranges[i] == ob) { 3145 animate_object (who, who->direction);
3498 pl->ranges[i] = NULL; 3146 }
3499 if (pl->shoottype == i) {
3500 pl->shoottype = range_none;
3501 } 3147 }
3502 } 3148 }
3503 } 3149 }
3150 else if (item->type == FORCE)
3151 {
3152 /* forces in the treasurelist can alter the player's stats */
3153 object *skin;
3154
3155 /* first get the dragon skin force */
3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3157 ;
3158
3159 if (!skin)
3160 return;
3161
3162 /* adding new spellpath attunements */
3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3164 {
3165 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3166
3167 /* print message */
3168 sprintf (buf, "You feel attuned to ");
3169 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3170 {
3171 if (item->path_attuned & (1 << i))
3172 {
3173 if (j)
3174 strcat (buf, " and ");
3175 else
3176 j = 1;
3177 strcat (buf, spellpathnames[i]);
3178 }
3179 }
3180
3181 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 }
3184
3185 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS))
3187 SET_FLAG (skin, FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH))
3189 SET_FLAG (skin, FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3192
3193 /* print message if there is one */
3194 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 }
3197 else
3198 {
3199 /* generate misc. treasure */
3200 tmp = tr->item->instance ();
3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3202 who->insert (tmp);
3203 }
3504} 3204}
3205
3206//-GPL
3207
3208sint8
3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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