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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 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 1.5 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
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 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
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}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
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 ob->clr_flag (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 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 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 ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
234 123
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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
235 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 211 * we deal with that below this point.
237 */ 212 */
238 p->party=NULL; 213 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 216
244#ifdef AUTOSAVE 217 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 218
246#endif 219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
247 238 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 239 ob->contr = 0;
240 ob->destroy ();
249 241 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 242
259 roll_stats(op); 243 ob = observe = viewpoint = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 244}
301 245
302 246player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 247{
306 strcpy(op->contr->maplevel, first_map_path); 248 /* Clear item stack */
307 op->x = -1; 249 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 250}
341 251
342/* 252/*
343 * get_player_archetype() return next player archetype from archetype 253 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 254 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 255 * Note: there MUST be at least one player archetype!
346 */ 256 */
257static archetype *
347archetype *get_player_archetype(archetype* at) 258get_player_archetype (archetype *at)
348{ 259{
349 archetype *start = at; 260 // archetypes could have been reloaded
350 for (;;) { 261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 262
352 at=first_archetype; 263 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 264 return at;
357 if (at == start) { 265
358 LOG (llevError, "No Player archetypes\n"); 266 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 267
360 } 268 for (;;)
361 } 269 {
362} 270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
363 274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
278}
364 279
280/* Tries to add player on the connection passed in ns.
281 * All we can really get in this is some settings like host and display
282 * mode.
283 */
284player *
285player::create ()
286{
287 player *pl = new player;
288
289 pl->set_object (get_player_archetype (0)->instance ());
290
291 pl->ob->roll_stats ();
292 pl->ob->stats.wc = 2;
293 pl->ob->run_away = 25; /* Then we panick... */
294
295 set_first_map (pl->ob);
296
297 return pl;
298}
299
300object *
365object *get_nearest_player(object *mon) { 301get_nearest_player (object *mon)
302{
366 object *op = NULL; 303 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 304 objectlink *ol;
369 unsigned lastdist; 305 unsigned lastdist;
370 rv_vector rv; 306 rv_vector rv;
371 307
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 309 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 311 continue;
399 312
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 313 if (lastdist > rv.distance)
409 op=pl->ob; 314 {
315 op = ol->ob;
410 lastdist=rv.distance; 316 lastdist = rv.distance;
317 }
411 } 318 }
412 } 319
413 } 320 for_all_players (pl)
321 if (can_detect_enemy (mon, pl->ob, &rv))
322 if (lastdist > rv.distance)
323 {
324 op = pl->ob;
325 lastdist = rv.distance;
326 }
327
414#if 0 328#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 329 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 330#endif
417 return op; 331 return op;
418} 332}
419 333
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 335 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
423 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
424 * the deviation is 338 * the deviation is
425 */ 339 */
426#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
436 * circling behaviour. Unfortunately, this function is also used to determined 350 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 351 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 352 * is probably not a good thing.
439 */ 353 */
440#define MAX_SPACES 50 354#define MAX_SPACES 50
441
442 355
443/* 356/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 357 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 358 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 359 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 372 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 373 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 374 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 375 * is blocking itself.
463 */ 376 */
377int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 378path_to_player (object *mon, object *pl, unsigned mindiff)
379{
465 rv_vector rv; 380 rv_vector rv;
466 sint16 x,y; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 382
470 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
471 384
472 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 386 return 0;
725}
726 387
727void confirm_password(object *op) { 388 mapxy pos (mon);
389 dir = rv.direction;
390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 392
729 op->contr->write_buf[0]='\0'; 393 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 394 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 395 return 0;
732}
733 396
397 while (diff > 1 && max > 0)
398 {
399 mapxy lastpos = pos;
400
401 pos.move (dir);
402
403 /* Space is blocked - try changing direction a little */
404 if (!pos.normalise ()
405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
407 {
408 /* recalculate direction from last good location. Possible
409 * we were not traversing ideal location before.
410 */
411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
412 if (rv.direction != dir)
413 {
414 /* OK - says direction should be different - lets reset the
415 * the values so it will try again.
416 */
417 pos = lastpos;
418 dir = firstdir = rv.direction;
419 }
420 else
421 {
422 /* direct path is blocked - try taking a side step to
423 * either the left or right.
424 * Note increase the values in the loop below to be
425 * more than -1/1 respectively will mean the monster takes
426 * bigger detour. Have to be careful about these values getting
427 * too big (3 or maybe 4 or higher) as the monster may just try
428 * stepping back and forth
429 */
430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
431 {
432 if (i == 0)
433 continue; /* already did this, so skip it */
434
435 /* Use lastdir here - otherwise,
436 * since the direction that the creature should move in
437 * may change, you could get infinite loops.
438 * ie, player is northwest, but monster can only
439 * move west, so it does that. It goes some distance,
440 * gets blocked, finds that it should move north,
441 * can't do that, but now finds it can move east, and
442 * gets back to its original point. lastdir contains
443 * the last direction the creature has successfully
444 * moved.
445 */
446 pos = lastpos;
447 pos.move (absdir (lastdir + i));
448
449 if (!pos.normalise ())
450 continue;
451
452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
455 continue;
456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
458 continue;
459
460 if (blocked_link (mon, pos.m, pos.x, pos.y))
461 break;
462 }
463
464 /* go through entire loop without finding a valid
465 * sidestep to take - thus, no valid path.
466 */
467 if (i == DETOUR_AMOUNT + 1)
468 return 0;
469
470 diff--;
471 lastdir = dir;
472 max--;
473 if (!firstdir)
474 firstdir = dir + i;
475 } /* else check alternate directions */
476 } /* if blocked */
477 else
478 {
479 /* we moved towards creature, so diff is less */
480 diff--;
481 max--;
482 lastdir = dir;
483
484 if (!firstdir)
485 firstdir = dir;
486 }
487
488 if (diff <= 1)
489 {
490 /* Recalculate diff (distance) because we may not have actually
491 * headed toward player for entire distance.
492 */
493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
495 }
496
497 if (diff > max)
498 return 0;
499 }
500
501 /* If we reached the max, didn't find a direction in time */
502 if (!max)
503 return 0;
504
505 return firstdir;
506}
507
508void
509give_initial_items (object *pl, treasurelist *items)
510{
511 if (pl->randomitems)
512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
513
514 for (object *next, *op = pl->inv; op; op = next)
515 {
516 next = op->below;
517
518 /* Forces get applied per default, unless they have the
519 * flag "neutral" set. Sorry but I can't think of a better way
520 */
521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
522 op->set_flag (FLAG_APPLIED);
523
524 /* we never give weapons/armour if these cannot be used
525 * by this player due to race restrictions
526 */
527 if (pl->type == PLAYER)
528 {
529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
531 (op->type == ARMOUR || op->type == BOOTS
532 || op->type == CLOAK || op->type == HELMET
533 || op->type == SHIELD || op->type == GLOVES
534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
536 {
537 op->destroy ();
538 continue;
539 }
540 }
541
542 /* Here we remove duplicated skills (as duplicated spell objects have
543 * _very_ confusing effects for players), which could for instance be
544 * generated by multiple treasurelists specifying the same skills.
545 */
546 if (op->type == SKILL)
547 {
548 for (object *tmp = op->below; tmp; tmp = tmp->below)
549 if (tmp->type == op->type && tmp->name == op->name)
550 {
551 op->destroy ();
552 break;
553 }
554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
559 if (op->type == SPELLBOOK && op->inv)
560 op->inv->clr_flag (FLAG_STARTEQUIP);
561
562 /* Give starting characters identified, uncursed, and undamned
563 * items. Just don't identify gold or silver, or it won't be
564 * merged properly.
565 */
566 if (op->need_identify ())
567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
573 if (op->type == SPELL)
574 {
575 op->destroy ();
576 continue;
577 }
578 else if (op->type == SKILL)
579 {
580 op->set_flag (FLAG_CAN_USE_SKILL);
581 op->stats.exp = 0;
582 op->level = 1;
583 }
584 else /* lock all 'normal items by default */
585 op->set_flag (FLAG_INV_LOCKED);
586 } /* for loop of objects in player inv */
587
588 /* Need to set up the skill pointers */
589 pl->contr->link_skills ();
590}
591
592void
734void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
735 if (party == NULL) { 595 if (party == NULL)
596 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 598 return;
738 } 599 }
600
739 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 605}
744
745 606
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 608static int
609roll_stat ()
610{
748 int a[4],i,j,k; 611 int a[4], i, j, k;
749 612
750 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 614 a[i] = rndm (1, 6);
752 615
753 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 617 if (a[i] < k)
755 k=a[i],j=i; 618 k = a[i], j = i;
756 619
757 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 621 if (i != j)
759 k+=a[i]; 622 k += a[i];
760 } 623
761 return k; 624 return k;
762} 625}
763 626
764void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
765 int sum=0; 634 int sum = 0;
766 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
768 637
769 do { 638 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 639 break;
771 op->stats.Dex=roll_stat(); 640 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 641
782 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 643 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 644
791 /* a quick and dirty bubblesort? */ 645 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 646 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 647
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 648 stats.exp = 0;
822 op->stats.ac=0; 649 stats.ac = 0;
823 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
824 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
827 660
828 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
829 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
832 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
833} 693}
834 694
835void Roll_Again(object *op) 695static void
696start_info (object *op)
836{ 697{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 698 char buf[MAX_BUF];
845 699
846 if ( op->contr->Swap_First == -1 ) { 700 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 701 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 702}
954 703
955/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
959 * not the class. 708 * not the class.
960 */ 709 */
961 710void
962int key_change_class(object *op, char key) 711player::chargen_race_done ()
963{ 712{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 713 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
978 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr);
980 721
981 op->contr->state=ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
982 723
983 if (op->msg) { 724 if (ob->msg)
984 free_string(op->msg); 725 ob->msg = 0;
985 op->msg=NULL;
986 }
987 726
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 727 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 729 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 730 esrv_send_inventory (ob, ob);
1002 fix_player(op); 731 ob->update_stats ();
1003 732
1004 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
1005 * is one for this race 734 * is one for this race
1006 */ 735 */
1007 if(*first_map_ext_path) { 736 if (*first_map_ext_path)
1008 object *tmp; 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 738 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 740}
1024 return 0;
1025 }
1026 741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
759}
760
761void
762player::chargen_race_next ()
763{
1027 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1029 */ 766 */
1030 767
1031 tmp_loop = 0; 768 do
1032 while(!tmp_loop) { 769 {
1033 const char *name = add_string (op->name); 770 shstr name = ob->name;
1034 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 772
1036 remove_ob (op); 773 ob->remove_statbonus ();
774 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 776 ob->arch->copy_to (ob);
777 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 779 ob->name = ob->name_pl = name;
1041 op->name = name; 780 ob->x = x;
1042 free_string(op->name_pl); 781 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 */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 784 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 785 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 } 786 }
787 while (!allowed_class (ob));
788
1055 update_object(op,UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 790 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 791 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 794 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} 795}
1066 796
1067int key_confirm_quit(object *op, char key) 797static 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) { 798flee_player (object *op)
799{
1113 int dir,diff; 800 int dir, diff;
1114 rv_vector rv; 801 rv_vector rv;
1115 802
1116 if(op->stats.hp < 0) { 803 if (op->stats.hp < 0)
804 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
1119 return; 807 return;
808 }
809
810 if (!op->enemy)
1120 } 811 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
1125 return; 814 return;
1126 } 815 }
1127 816
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)) { 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 } 818 {
819 op->enemy = NULL;
820 op->clr_flag (FLAG_SCARED);
821 return;
822 }
823
1143 get_rangevector(op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1144 825
1145 dir=absdir(4+rv.direction); 826 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 827 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 } 828 {
829 int m = 1 - rndm (2) * 2;
830
831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
832 return;
833 }
834
1153 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 837 op->enemy = NULL;
1156} 838}
1157
1158 839
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* 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 841 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 842 * stop.
1162 */ 843 */
844int
1163int check_pick(object *op) { 845check_pick (object *op)
846{
1164 object *tmp, *next; 847 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 848 int stop = 0;
1167 int j, k, wvratio; 849 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 850
1170
1171 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1173 return 1; 853 return 1;
1174 854
1175 op_tag = op->count;
1176
1177 next = op->below; 855 next = op->below;
1178 if (next) 856
1179 next_tag = next->count; 857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 859
1181 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 861 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 862 while (next && !next->destroyed ())
1184 { 863 {
1185 tmp = next; 864 tmp = next;
1186 next = tmp->below; 865 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 866
1190 if (was_destroyed (op, op_tag)) 867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
873 if (op->destroyed ())
1191 return 0; 874 return 0;
1192 875
1193 if ( ! can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1194 continue; 877 continue;
1195 878
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 880 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1200 continue; 884 continue;
1201 } 885 }
1202 886
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 */ 887 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1240 { 889 {
1241 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 891 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 893 &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", 894 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 895 &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)))); 896
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 897 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 } 898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
1280 /* philosophy: 906 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 907 * 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 908 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 909 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 910 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 911 * example.
1286 * The drawback: right now it has no frontend, so you need to 912 * 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 913 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 914 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 917 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 918 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 919 * meaning if any test passes, the item gets picked up. */
1294 920
1295 /* if mode is set to pick nothing up, return */ 921 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 922 if (op->contr->mode == PU_NOTHING)
923 return 1;
1298 924
1299 /* if mode is set to stop when encountering objects, return */ 925 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 926 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 927 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 928 if (op->contr->mode & PU_STOP)
929 return 0;
1304 930
1305 /* useful for going into stores and not losing your settings... */ 931 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 932 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 933 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
1309 936
1310 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 938 if (tmp->flag [FLAG_UNPAID])
939 continue;
1312 940
1313 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
1315 944
1316 /* all food and drink if desired */ 945 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 948 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1321 if(op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
1324 960
1325 if(op->contr->mode & PU_POTION) 961 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 962 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1328 967
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 968 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 969 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 970 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
1333 if(op->contr->mode & PU_SKILLSCROLL) 976 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 977 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
1336 if(op->contr->mode & PU_READABLES) 983 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1339 989
1340 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1344 1000
1345 /* pick up all magical items */ 1001 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1349 1009
1350 if(op->contr->mode & PU_VALUABLES) 1010 if (op->contr->mode & PU_VALUABLES)
1351 { 1011 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1012 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1354 } 1017 }
1355 1018
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1029
1030 /* we don't forget dragon food */
1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1360 1037
1361 /* bows and arrows. Bows are good for selling! */ 1038 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1039 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1040 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1365 if(op->contr->mode & PU_ARROW) 1046 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1047 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1368 1052
1369 /* all kinds of armor etc. */ 1053 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1054 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1055 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1373 if(op->contr->mode & PU_HELMET) 1061 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1062 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1376 if(op->contr->mode & PU_SHIELD) 1068 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1069 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1379 if(op->contr->mode & PU_BOOTS) 1075 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1076 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1382 if(op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1385 if(op->contr->mode & PU_CLOAK) 1089 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1090 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1388 1095
1389 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1393 1103
1394 /* careful: chairs and tables are weapons! */ 1104 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1105 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1106 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1107 if (tmp->type == WEAPON)
1398 { 1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1109 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1110 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1111 continue;
1402 } 1112 }
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 } 1113 }
1410 1114
1411 /* misc stuff that's useful */ 1115 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1116 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1118 {
1119 CHK_PICK_PICKUP;
1120 continue;
1121 }
1415 1122
1416 /* any of the last 4 bits set means we use the ratio for value 1123 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1124 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1125 if (op->contr->mode & PU_RATIO)
1419 { 1126 {
1420 /* use value density to decide what else to grab */ 1127 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1128 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1129 /* >=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 */ 1130 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1131 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1133 {
1427 pick_up(op, tmp);
1428#if 0 1134#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1136 if (tmp->name != NULL)
1137 {
1431 fprintf(stderr,"%s", tmp->name); 1138 fprintf (stderr, "%s", tmp->name);
1432 } 1139 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1140 else
1141 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1144#endif
1437 continue; 1145 CHK_PICK_PICKUP;
1438 } 1146 continue;
1147 }
1148 } /* the new pickup model */
1439 } 1149 }
1440 } /* the new pickup model */ 1150
1441 }
1442 return ! stop; 1151 return !stop;
1152}
1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1443} 1187}
1444 1188
1445/* 1189/*
1446 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1192 * found object is returned.
1449 */ 1193 */
1194static object *
1450object *find_arrow(object *op, const char *type) 1195find_arrow (object *op, const char *type)
1451{ 1196{
1452 object *tmp = NULL; 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1453 1200
1454 for(op=op->inv; op; op=op->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1203 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1204 {
1458 else if (op->type==ARROW && op->race==type) 1205 splay (tmp);
1206 return arrow;
1207 }
1208
1459 return op; 1209 return 0;
1460 return tmp;
1461} 1210}
1462 1211
1463/* 1212/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * 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 1214 * 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 1215 * 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. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1217 */
1469 1218static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1220{
1472 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1474 1223
1475 if (!type) 1224 if (!type)
1476 return NULL; 1225 return NULL;
1477 1226
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1228 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1481 i = 0; 1230 {
1231 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1483 if (i > betterby) { 1234 if (i > betterby)
1484 tmp = ntmp; 1235 {
1485 betterby = i; 1236 tmp = ntmp;
1486 } 1237 betterby = i;
1238 }
1239 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1240 else if (arrow->type == ARROW && arrow->race == type)
1241 {
1488 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1243 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1244 {
1491 if (arrow->attacktype & AT_DEATH) { 1245 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1246 {
1493 return arrow; 1247 *better = 100;
1494 } else { 1248 return arrow;
1495 tmp = arrow; 1249 }
1250 else
1251 {
1252 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1253 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1254 }
1498 } else { 1255 }
1256 else
1257 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1259 {
1500 attacktype = 1<<attacknum; 1260 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1263 {
1264 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1266 }
1506 } 1267 }
1268
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1270 {
1271 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1273 }
1274
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1276 {
1277 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1279 }
1280 }
1281 }
1515 } 1282 }
1516 } 1283
1517 }
1518 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1285 return find_arrow (op, type);
1520 1286
1521 *better = betterby; 1287 *better = betterby;
1522 return tmp; 1288 return tmp;
1523} 1289}
1524 1290
1525/* looks in a given direction, finds the first valid target, and calls 1291/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1293 * op = the shooter
1528 * type = bow->race 1294 * type = bow->race
1529 * dir = fire direction 1295 * dir = fire direction
1530 */ 1296 */
1531 1297static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1299{
1534 object *tmp = NULL; 1300 object *tmp = NULL;
1535 mapstruct *m; 1301 maptile *m;
1536 int i, mflags, found, number; 1302 int i, mflags, found, number;
1537 sint16 x, y; 1303 sint16 x, y;
1538 1304
1539 if (op->map == NULL) 1305 if (op->map == NULL)
1540 return find_arrow(op, type); 1306 return find_arrow (op, type);
1541 1307
1542 /* do a dex check */ 1308 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1309 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))) 1310 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1311 return find_arrow (op, type);
1546 1312
1547 m = op->map; 1313 m = op->map;
1548 x = op->x; 1314 x = op->x;
1549 y = op->y; 1315 y = op->y;
1550 1316
1551 /* find the first target */ 1317 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1318 for (i = 0, found = 0; i < 20; i++)
1319 {
1553 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1325 {
1558 break; 1326 tmp = 0;
1327 break;
1328 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1330 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1562 */ 1333 */
1563 tmp = NULL; 1334 tmp = 0;
1564 break; 1335 break;
1565 } 1336 }
1337
1566 if (mflags & P_IS_ALIVE) { 1338 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1340 if (tmp->flag [FLAG_ALIVE])
1569 found++; 1341 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1342 }
1576 if (tmp == NULL) 1343
1344 if (!tmp)
1577 return find_arrow(op, type); 1345 return find_arrow (op, type);
1578 1346
1579 if (tmp->head) 1347 if (tmp->head)
1580 tmp = tmp->head; 1348 tmp = tmp->head;
1581 1349
1582 return find_better_arrow(op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1583} 1351}
1584 1352
1585/* 1353/*
1586 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1588 * op is the object firing the bow. 1356 * op is the object firing the bow.
1589 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1590 * dir is the direction of fire. 1358 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * 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 1360 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1361 * player fire modes.
1594 */ 1362 */
1363int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1364fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1365{
1598 object *left, *bow; 1366 object *left, *bow;
1599 tag_t left_tag, tag; 1367 int mflags;
1600 int bowspeed, mflags; 1368 maptile *m;
1601 mapstruct *m;
1602 1369
1603 if (!dir) { 1370 if (!dir)
1371 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1372 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1373 return 0;
1374 }
1375
1376 if (op->contr)
1377 bow = op->current_weapon;
1378 else
1606 } 1379 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1381 /* 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. 1382 * don't need to switch back and forth between bows and weapons.
1613 */ 1383 */
1614 if(bow->type==BOW) 1384 if (bow->type == BOW)
1615 break; 1385 break;
1616 1386
1617 if (!bow) { 1387 if (!bow)
1388 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1390 return 0;
1620 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1621 } 1395 }
1396
1622 if( !bow->race || !bow->skill) { 1397 if (!bow->race || !bow->skill)
1398 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1400 return 0;
1625 } 1401 }
1626 1402
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) { 1403 if (arrow == NULL)
1404 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1406 {
1637 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1408 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 */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1410 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1643 return 0; 1413 return 0;
1644 } 1414 }
1645 } 1415 }
1416
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1418 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1419 return 0;
1649 } 1420
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1421 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1422 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1423 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1424 return 0;
1653 } 1425 }
1654 1426
1655 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1428 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1431 arrow->destroy ();
1432 return 0;
1433 }
1661 1434
1662 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1436 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1437 if (!arrow)
1665 if (arrow == NULL) { 1438 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1440 return 0;
1668 return 0;
1669 } 1441 }
1670 set_owner(arrow, op); 1442
1671 if (arrow->skill) free_string(arrow->skill); 1443 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1444 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1445 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1446
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 */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1450 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1451
1690 /* Note that this was different for monsters - they got their level 1452#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1453 if (player *pl = op->contr)
1692 */
1693 1454 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1455 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1456
1457 /* penalize ROF for bestarrow */
1458 if (pl->bowtype == bow_bestarrow)
1459 speed *= .9f;
1460 else
1461 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1462
1463 op->speed_left += speed - op->speed;
1464 }
1465#endif
1466
1467 SET_ANIMATION (arrow, arrow->direction);
1468
1698 /* update the speed */ 1469 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1470
1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1708 1476
1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1478
1709 if (op->type == PLAYER) { 1479 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1480 {
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; 1481 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1482 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1483
1484 if (!arrow->slaying)
1485 arrow->slaying = op->slaying;
1486
1487 arrow->attacktype |= op->attacktype;
1488 }
1489 else
1490 {
1720 arrow->level = op->level; 1491 arrow->level = op->level;
1721 } 1492 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1493
1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1723 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1498 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1499
1727 arrow->map = m; 1500 wc -= arrow->level;
1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1502
1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1730 1507
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1509 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1510
1735 if (!was_destroyed(arrow, tag)) 1511 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1512 move_arrow (arrow);
1737 1513
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; 1514 return 1;
1745} 1515}
1746 1516
1747/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1518 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1522 * hence the function name.
1753 */ 1523 */
1524static int
1754int player_fire_bow(object *op, int dir) 1525player_fire_bow (object *op, int dir)
1755{ 1526{
1756 int ret=0, wcmod=0; 1527 int ret;
1757 1528
1758 if (op->contr->bowtype == bow_bestarrow) { 1529 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1530 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1531 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); 1532 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1534 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1535 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, 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1537 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1538 else if (op->contr->bowtype == bow_threewide)
1539 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1540 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)]); 1541 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)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1543 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1544 else if (op->contr->bowtype == bow_spreadshot)
1545 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1546 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); 1547 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); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1549 }
1776 } else { 1550 else
1551 {
1777 /* Simple case */ 1552 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1553 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1554 }
1555
1780 return ret; 1556 return ret;
1781} 1557}
1782
1783 1558
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1786 */ 1561 */
1562static void
1787void fire_misc_object(object *op, int dir) 1563fire_misc_object (object *op, int dir)
1788{ 1564{
1789 object *item; 1565 object *item = op->contr->ranged_ob;
1790 1566
1791 if (!op->contr->ranges[range_misc]) { 1567 if (!item)
1568 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1570 return;
1794 } 1571 }
1795 1572
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1573 if (!item->inv)
1574 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1576 return;
1800 } 1577 }
1801 if (item->type == WAND) { 1578
1802 if(item->stats.food<=0) { 1579 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; 1580 return;
1806 } 1581
1582 if (item->type == WAND)
1583 {
1584 if (item->stats.food <= 0)
1585 {
1586 op->contr->play_sound (sound_find ("wand_poof"));
1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1588
1589 return;
1590 }
1591 }
1592 else if (item->type == ROD || item->type == HORN)
1593 {
1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1599 {
1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
1602 if (item->type == ROD)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1604 else
1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1606
1607 return;
1608 }
1609 }
1610
1611 if (cast_spell (op, item, dir, item->inv, NULL))
1612 {
1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1615 if (item->type == WAND)
1616 {
1617 if (!(--item->stats.food))
1618 {
1619 if (item->arch)
1620 {
1621 item->clr_flag (FLAG_ANIMATE);
1622 item->face = item->arch->face;
1623 item->set_speed (0);
1624 }
1625
1626 if (object *pl = item->visible_to ())
1627 esrv_update_item (UPD_ANIM, pl, item);
1628 }
1629 }
1807 } else if (item->type == ROD || item->type==HORN) { 1630 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); 1631 drain_rod_charge (item);
1837 }
1838 } 1632 }
1839} 1633}
1840 1634
1841/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1842 */ 1636 */
1637bool
1843void fire(object *op,int dir) { 1638fire (object *who, int dir)
1639{
1844 int spellcost=0; 1640 int spellcost = 0;
1845 1641
1642 player *pl = who->contr;
1643
1644 if (pl->golem)
1645 {
1646 control_golem (who->contr->golem, dir);
1647 return false;
1648 }
1649
1650 object *ob = pl->ranged_ob;
1651
1652 if (!ob)
1653 return false;
1654
1655 if (who->speed_left > 0.f)
1656 --who->speed_left;
1657 else
1658 return false;
1659
1660 if (!who->apply (ob))
1661 return false;
1662
1846 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1664 if (action_makes_visible (who))
1665 make_visible (who);
1848 1666
1849 switch(op->contr->shoottype) { 1667 switch (ob->type)
1850 case range_none: 1668 {
1851 return; 1669 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1670 player_fire_bow (who, dir);
1855 return; 1671 break;
1856 1672
1857 case range_magic: /* Casting spells */ 1673 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1675 break;
1860 1676
1861 case range_misc: 1677 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 ); 1678 apply_map_builder (who, dir);
1679 break;
1680
1681 case SKILL:
1682 do_skill (who, who, ob, dir, 0);
1683 break;
1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1689 default:
1690 fire_misc_object (who, dir);
1691 break;
1692 }
1693
1694 return true;
1695}
1696
1697static object *
1698find_key_ (object *pl, object *container, object *door)
1699{
1700 object *tmp, *key;
1701
1702 /* Should not happen, but sanity checking is never bad */
1703 if (!container->inv)
1704 return 0;
1705
1706 /* First, lets try to find a key in the top level inventory */
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 {
1709 if (door->type == DOOR && tmp->type == KEY)
1710 break;
1711
1712 /* For sanity, we should really check door type, but other stuff
1713 * (like containers) can be locked with special keys
1714 */
1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1716 break;
1717 }
1718
1719 /* No key found - lets search inventories now */
1720 /* If we find and use a key in an inventory, return at that time.
1721 * otherwise, if we search all the inventories and still don't find
1722 * a key, return
1723 */
1724 if (!tmp)
1725 {
1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1727 /* No reason to search empty containers */
1728 if (tmp->type == CONTAINER && tmp->inv)
1729 if ((key = find_key_ (pl, tmp, door)))
1730 return key;
1731
1732 if (!tmp)
1886 return; 1733 return 0;
1887 default: 1734 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1735
1889 return; 1736 /* We get down here if we have found a key. Now if its in a container,
1737 * see if we actually want to use it
1738 */
1739 if (pl != container)
1890 } 1740 {
1891} 1741 /* Only let players use keys in containers */
1742 if (!pl->contr)
1743 return 0;
1892 1744
1745 /* cases where this fails:
1746 * If we only search the player inventory, return now since we
1747 * are not in the players inventory.
1748 * If the container is not active, return now since only active
1749 * containers can be used.
1750 * If we only search keyrings and the container does not have
1751 * a race/isn't a keyring.
1752 * No checking for all containers - to fall through past here,
1753 * inv must have been an container and must have been active.
1754 *
1755 * Change the color so that the message doesn't disappear with
1756 * all the others.
1757 */
1758 if (pl->contr->usekeys == key_inventory
1759 || !container->flag [FLAG_APPLIED]
1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1761 {
1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1764 return NULL;
1765 }
1766 }
1893 1767
1768 return tmp;
1769}
1894 1770
1895/* find_key 1771/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1772 * 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 1773 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1900 * pl is the player, 1776 * pl is the player,
1901 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1904 */ 1780 */
1905 1781object *
1906object * find_key(object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1907{ 1783{
1908 object *tmp,*key; 1784 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 } 1785 {
1922 /* No key found - lets search inventories now */ 1786 // 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. 1787 // 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 1788 // of searching through containers ourselves.
1925 * a key, return 1789
1926 */ 1790 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 } 1791 }
1933 } 1792 else
1934 if (!tmp) return NULL; 1793 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} 1794}
1968 1795
1969/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1972 * 0 otherwise 1799 * 0 otherwise
1973 */ 1800 */
1801static int
1974static int player_attack_door(object *op, object *door) 1802player_attack_door (object *op, object *door)
1975{ 1803{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1804 /* 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 - 1805 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
1980 */ 1807 */
1981 object *key=find_key(op, op, door); 1808 object *key = find_key (op, op, door);
1982 1809
1983 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1984 if (key) { 1811 if (key)
1812 {
1985 object *container=key->env; 1813 object *container = key->env;
1986 1814
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1815 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1816 make_visible (op);
1817
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1819 spring_trap (door->inv, op);
1820
1990 if (door->type == DOOR) { 1821 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1823 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1824 {
1995 "You open the door with the %s", query_short_name(key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1827 }
1828
1998 /* Do this after we print the message */ 1829 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1831
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
1833 }
2004 } else if (door->type==LOCKED_DOOR) { 1834 else if (door->type == LOCKED_DOOR)
1835 {
2005 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1838 return 1;
2008 } 1839 }
1840
2009 return 0; 1841 return 0;
2010} 1842}
2011 1843
2012/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2017 */ 1849 */
2018 1850bool
2019void move_player_attack(object *op, int dir) 1851move_player_attack (object *op, int dir)
2020{ 1852{
2021 object *tmp, *mon, *tpl; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1854 {
2023 int on_battleground; 1855 --op->speed_left;
2024 mapstruct *m; 1856 return true;
1857 }
2025 1858
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2030 1861
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2032 1864
2033 /* If braced, or can't move to the square, and it is not out of the 1865 /* 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 1866 * 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 1867 * 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 1868 * 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 1869 * 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 1870 * 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 1871 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1872 * move_ob uses.
2041 */ 1873 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1874 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 1875
2054 mon = NULL;
2055 /* Go through all the objects, and find ones of interest. Only stop if 1876 /* 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. 1877 * 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 1878 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 1879 * on the space
2059 */ 1880 */
2060 while (tmp!=NULL) { 1881 object *mon;
2061 if (tmp == op) { 1882 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1883 {
2063 continue; 1884 if ((mon->flag [FLAG_ALIVE]
1885 || mon->type == LOCKED_DOOR
1886 || mon->flag [FLAG_CAN_ROLL])
1887 && mon != op)
1888 break;
2064 } 1889 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1890
2066 mon = tmp; 1891 /* no monster == player tries to move into a wall or so */
2067 break; 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
2068 } 1916 }
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 */
2075 return; /* into a wall */
2076 1917
2077 if(mon->head != NULL)
2078 mon = mon->head; 1918 mon = mon->head_ ();
2079 1919
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1921 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door(op, mon)) return; 1922 if (player_attack_door (op, mon))
1923 {
1924 --op->contr->weapon_sp_left;
1925 return true;
1926 }
2082 1927
2083 /* The following deals with possibly attacking peaceful 1928 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1929 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1930 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1931 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1932 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1933 * and thus will not push them.
2089 */ 1934 */
2090 1935
2091 /* If the creature is a pet, push it even if the player is not 1936 /* 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 1937 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1938 * player owns it and it is either friendly or unagressive.
2094 */ 1939 */
2095 if ((op->type==PLAYER) 1940 if (op->type == PLAYER
2096#if COZY_SERVER 1941 && ((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)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1943 || mon->owner == op)
2102 ) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2103#else 1945 {
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2107 {
2108 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 1947 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1948 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 1949
1950 if (op->speed_left > 0.f)
1951 {
1952 --op->speed_left;
1953
1954 op->play_sound (sound_find ("push_player"));
1955 push_ob (mon, dir, op);
1956
1957 if (action_makes_visible (op))
1958 make_visible (op);
1959
1960 return true;
1961 }
1962 else
1963 return false;
1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1967
2116 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2119 * attack them either. 1971 * attack them either.
2120 */ 1972 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1973 if ((mon->type == PLAYER || mon->enemy != op)
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2123 ( 1975 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1977 && !on_battleground))
1978 {
1979 if (op->speed_left > 0.f)
1980 {
1981 --op->speed_left;
1982
1983 if (!op->contr->braced)
2130 )) { 1984 {
2131 if (!op->contr->braced) { 1985 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1986 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1987 }
2134 } else { 1988 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
1990
1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1992 make_visible (op);
1993
1994 return true;
1995 }
2136 } 1996 }
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 1997 /* 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. 1998 * roll it if not braced. You can't roll it if you are braced.
2142 */ 1999 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2001 {
2002 if (op->speed_left > 0.f)
2003 {
2004 --op->speed_left;
2005
2144 recursive_roll(mon,dir,op); 2006 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2007 if (action_makes_visible (op))
2146 } 2008 make_visible (op);
2147 2009
2010 return true;
2011 }
2012 }
2148 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2014 * 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: 2015 * 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 2016 * 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. 2017 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2018 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2021 {
2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2023 {
2024 --op->contr->weapon_sp_left;
2158 2025
2159 /* If the player hasn't hit something this tick, and does 2026 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 2027
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2028 if (action_makes_visible (op))
2029 make_visible (op);
2030
2031 return true;
2032 }
2168 } 2033 }
2169 2034
2170 skill_attack(mon, op, 0, NULL, NULL); 2035 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} 2036}
2188 2037
2038bool
2189int move_player(object *op,int dir) { 2039move_player (object *op, int dir)
2190 int pick; 2040{
2191 object *transport = op->contr->transport; 2041 if (!op->map || op->map->state != 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; 2042 return 0;
2043
2044 /* Sanity check: make sure dir is valid */
2045 if (dir < 0 || dir > 8)
2046 {
2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2048 return 0;
2049 }
2050
2051 /* peterm: added following line */
2052 if (op->flag [FLAG_CONFUSED] && dir)
2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2054
2055 op->facing = dir;
2056
2057 if (op->flag [FLAG_HIDDEN])
2058 do_hidden_move (op);
2059
2060 bool retval;
2061 int pick = 0;
2062
2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2064 retval = RESULT_INT (0);
2065 else if (op->contr->fire_on)
2066 retval = fire (op, dir);
2067 else
2068 {
2069 retval = move_player_attack (op, dir);
2070 pick = check_pick (op);
2071 }
2072
2073 /* Add special check for newcs players and fire on - this way, the
2074 * server can handle repeat firing.
2075 */
2076 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2077 op->direction = dir;
2078 else
2079 op->direction = 0;
2080
2081 /* Update how the player looks. Use the facing, so direction may
2082 * get reset to zero. This allows for full animation capabilities
2083 * for players.
2084 */
2085 animate_object (op, op->facing);
2086
2087 return retval;
2255} 2088}
2256 2089
2257/* This is similar to handle_player, below, but is only used by the 2090/* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff. 2091 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses 2092 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands. 2093 * the new speed values for commands.
2261 * 2094 *
2262 * Returns true if there are more actions we can do. 2095 * Returns true if there are more actions we can do. Should not do
2096 * many actions in a row, as that would be too unfair to other
2097 * players.
2263 */ 2098 */
2099bool
2264int handle_newcs_player(object *op) 2100handle_newcs_player (object *op)
2265{ 2101{
2266 if (op->contr->hidden) { 2102 if (op->flag [FLAG_SCARED])
2267 op->invisible = 1000; 2103 {
2268 /* the socket code flashes the player visible/invisible 2104 if (op->speed_left > 0.f)
2269 * depending on the value of invisible, so we need to 2105 {
2270 * alternate it here for it to work correctly. 2106 --op->speed_left;
2271 */ 2107 flee_player (op);
2272 if (pticks & 2) op->invisible--; 2108
2109 return true;
2110 }
2111 else
2112 return false;
2273 } 2113 }
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 2114
2282 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 }
2290
2291 /* I've been seeing crashes where the golem has been destroyed, but
2292 * the player object still points to the defunct golem. The code that
2293 * destroys the golem looks correct, and it doesn't always happen, so
2294 * put this in a a workaround to clean up the golem pointer.
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 }
2302
2303 /* call this here - we also will call this in do_ericserver, but 2115 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2117 * called, so we recheck it here.
2306 */ 2118 */
2307 HandleClient(&op->contr->socket, op->contr); 2119 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2120 return true;
2309 2121
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2122 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); 2123 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2124
2320 else return 0; 2125 return false;
2321 } 2126}
2127
2128static int
2129save_life (object *op)
2130{
2131 if (!op->flag [FLAG_LIFESAVE])
2322 return 0; 2132 return 0;
2323}
2324 2133
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) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2136 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2137 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2139
2337 if (op->contr) 2140 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count); 2141 op->clr_flag (FLAG_LIFESAVE);
2339 remove_ob(tmp); 2142
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0) 2143 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2145
2344 if(op->stats.food<0) 2146 if (op->stats.food < 0)
2345 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2346 fix_player(op); 2148
2149 op->update_stats ();
2347 return 1; 2150 return 1;
2348 } 2151 }
2152
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2156 return 0;
2353} 2157}
2354 2158
2355/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* 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 2160 * 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 2161 * function will descend into containers. op is the object to start the search
2358 * from. 2162 * from.
2359 */ 2163 */
2164static void
2360void remove_unpaid_objects(object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2361{ 2166{
2362 object *next;
2363
2364 while (op) { 2167 while (op)
2365 next=op->below; /* Make sure we have a good value, in case
2366 * we remove object 'op'
2367 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2369 remove_ob(op);
2370 op->x = env->x;
2371 op->y = env->y;
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 } 2168 {
2379} 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380 2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2381 2175
2382/* 2176 op = next;
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 } 2177 }
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} 2178}
2418 2179
2180void
2181object::drop_unpaid_items ()
2182{
2183 if (!flag [FLAG_REMOVED])
2184 ::drop_unpaid_items (inv, this);
2185}
2419 2186
2420 2187void
2421void do_some_living(object *op) { 2188do_some_living (object *op)
2189{
2422 int last_food=op->stats.food; 2190 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace;
2425 int i;
2426 int rate_hp = 1200; 2192 int rate_hp = 1200;
2427 int rate_sp = 2500; 2193 int rate_sp = 2500;
2428 int rate_grace = 2000; 2194 int rate_grace = 2000;
2429 const int max_hp = 1; 2195 const int max_hp = 1;
2430 const int max_sp = 1; 2196 const int max_sp = 1;
2431 const int max_grace = 1; 2197 const int max_grace = 1;
2432 2198
2433 if (op->contr->outputs_sync) { 2199#if 0
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2200 if (op->contr->hidden)
2435 if (op->contr->outputs[i].buf!=NULL &&
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]);
2438 }
2439
2440 if(op->contr->state==ST_PLAYING) {
2441
2442 /* these next three if clauses make it possible to SLOW DOWN
2443 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 } 2201 {
2456 if(op->contr->gen_grace >= 0) 2202 op->invisible = 1000;
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2203 /* the socket code flashes the player visible/invisible
2458 else { 2204 * depending on the value of invisible, so we need to
2459 gen_grace = op->stats.maxgrace; 2205 * alternate it here for it to work correctly.
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 } 2206 */
2478 if (max_sp>1) { 2207 if (server_tick & 2)
2479 over_sp = (gen_sp+10)/rate_sp; 2208 op->invisible--;
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 } 2209 }
2511 } else { 2210 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 2211#endif
2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2213 {
2214 if (!op->invisible--)
2215 {
2216 make_visible (op);
2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 }
2219 }
2555 2220
2221 if (op->contr->ns->state == ST_PLAYING)
2222 {
2223 /* these next three if clauses make it possible to SLOW DOWN
2224 hp/grace/spellpoint regeneration. */
2556 if(op->contr->gen_hp > 0) 2225 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2226 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2227 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2228 {
2229 gen_hp = op->stats.maxhp;
2230 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2231 }
2232
2233 if (op->contr->gen_sp >= 0)
2234 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2235 else
2236 {
2237 gen_sp = op->stats.maxsp;
2238 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2239 }
2240
2241 if (op->contr->gen_grace >= 0)
2242 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2243 else
2244 {
2245 gen_grace = op->stats.maxgrace;
2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2247 }
2248
2249 /* Regenerate Grace */
2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2252 {
2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2259 {
2260 int over_grace = temp / rate_grace;
2261
2262 if (over_grace > 0)
2263 {
2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2265 op->last_grace = 0;
2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2272
2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2280 {
2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2282
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2289 {
2290 op->stats.food--;
2291
2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2295 op->stats.food = last_food;
2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323
2324 /* Regenerate Hit Points */
2325 if (--op->last_heal < 0)
2326 {
2327 if (op->stats.hp < op->stats.maxhp)
2328 {
2329 op->stats.hp++;
2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 }
2361
2362 /* Digestion */
2363 if (--op->last_eat < 0)
2364 {
2365 int bonus = max (0, op->contr->digestion),
2366 penalty = max (0, -op->contr->digestion);
2367
2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2369
2560 /* dms do not consume food */ 2370 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2371 if (!op->flag [FLAG_WIZ])
2562 } 2372 op->stats.food--;
2563 } 2373 }
2564 2374
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2376 {
2377 object *flesh = 0;
2567 2378
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2379 for_inv_removable (op, tmp)
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2380 {
2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2384 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."); 2385 {
2572 manual_apply(op,tmp,0); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 op->apply (tmp);
2389
2573 if(op->stats.food>=0||op->stats.hp<0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2391 break;
2575 } 2392 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2393 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2394 flesh = tmp;
2578 } /* end of for loop */ 2395 }
2396
2579 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2580 * eat flesh instead. 2398 * eat flesh instead.
2581 */ 2399 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2400 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."); 2401 {
2584 manual_apply(op,flesh,0); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2585 } 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 } /* end if player is starving */ 2404 op->apply (flesh);
2405 }
2587 2406
2588 while(op->stats.food<0&&op->stats.hp>0) 2407 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2408 if (op->stats.food < 0)
2590 2409 op->failmsg ("You are starving! "
2591 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2592 kill_player(op);
2593}
2594
2595 2411 }
2412
2413 if (op->stats.food < 0)
2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2417
2418 if (op->stats.hp < 0)
2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2424
2425 /* killer should be set here already */
2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2427 kill_player (op);
2428 }
2429}
2596 2430
2597/* If the player should die (lack of hp, food, etc), we call this. 2431/* 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 2432 * 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 2433 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2434 * file.
2601 */ 2435 */
2436void
2602void kill_player(object *op) 2437kill_player (object *op)
2603{ 2438{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2439 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2440 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; 2441 int will_kill_again;
2613 archetype *at; 2442 archetype *at;
2614 object *tmp; 2443 object *tmp;
2615 2444
2616 if(save_life(op)) 2445 if (save_life (op))
2617 return; 2446 return;
2618 2447
2448 dynbuf_text deathtab;
2619 2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2483
2620 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* 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. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2622 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2487 */
2624 if (op_on_battleground(op, &x, &y)) { 2488 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2489 {
2626 "You have been defeated in combat!"); 2490 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 2491
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 */ 2492 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2494
2654 { 2495 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2497 tmp->msg = format (
2657 sprintf(buf," This finger has been cut off %s\n" 2498 "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", 2499 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2500 (int)op->level,
2660 op->contr->killer); 2501 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 2502 );
2503 tmp->value = 0, tmp->type = 0;
2504 tmp->material = name_to_material (shstr_organic);
2505 tmp->insert_at (op, tmp);
2506
2668 /* teleport defeated player to new destination*/ 2507 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2509 op->contr->braced = 0;
2671 return;
2672 }
2673 2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2512 return;
2513 }
2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2674 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2675 2519
2676 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2677 2521
2678 if(op->stats.food<0) { 2522 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 2523
2699 /* save the map location for corpse, gravestone*/ 2524 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2525 x = op->x;
2526 y = op->y;
2527 map = op->map;
2701 2528
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2529 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * life if they are dead - it takes some exp and a random stat. 2530 * 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. 2531 * See the config.h file for a little more in depth detail about this.
2707 */ 2532 */
2708 2533
2709 /* Basically two ways to go - remove a stat permanently, or just 2534 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2535 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2536 * of death.
2712 */ 2537 */
2713#ifndef COZY_SERVER 2538#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2539 if (settings.balanced_stat_loss)
2540 {
2715 /* If stat loss is permanent, lose one stat only. */ 2541 /* If stat loss is permanent, lose one stat only. */
2716 /* Lower level chars don't lose as many stats because they suffer 2542 /* Lower level chars don't lose as many stats because they suffer
2717 more if they do. */ 2543 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2544 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2545 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2546 little bit harder. */
2721 /* GD */ 2547 /* GD */
2722 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2549 num_stats_lose = 1;
2724 else 2550 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2551 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2552 }
2553 else
2727 num_stats_lose = 1; 2554 num_stats_lose = 1;
2728 } 2555
2729 lost_a_stat = 0; 2556 lost_a_stat = 0;
2730 2557
2731 for (z=0; z<num_stats_lose; z++) { 2558 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2559 {
2560 i = rndm (NUM_STATS);
2733 2561
2734 if (settings.stat_loss_on_death) { 2562 if (settings.stat_loss_on_death)
2563 {
2735 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2736 * what he lost. 2565 * what he lost.
2737 */ 2566 */
2738 change_attr_value(&(op->stats), i,-1); 2567 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2568 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2569 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2570 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2571 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2572 lost_a_stat = 1;
2744 } else { 2573 }
2574 else
2575 {
2745 /* deplete a stat */ 2576 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2578 object *dep;
2579
2580 dep = present_arch_in_ob (deparch, op);
2581 if (!dep)
2748 2582 {
2749 dep = present_arch_in_ob(deparch,op); 2583 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2584 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 2585 }
2782 if (lose_this_stat) { 2586 lose_this_stat = 1;
2587 if (settings.balanced_stat_loss)
2588 {
2589 /* GD */
2590 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2591 this_stat = get_attr_value (&(dep->stats), i);
2592 if (this_stat < 0)
2593 {
2594 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2595 int keep_chance = this_stat * this_stat;
2596
2597 /* Yes, I am paranoid. Sue me. */
2598 if (keep_chance < 1)
2599 keep_chance = 1;
2600
2601 /* There is a maximum depletion total per level. */
2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2603 {
2604 lose_this_stat = 0;
2605 /* Take loss chance vs keep chance to see if we
2606 retain the stat. */
2607 }
2608 else
2609 {
2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2611 lose_this_stat = 0;
2612 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2613 this_stat, keep_chance, loss_chance,
2614 lose_this_stat?"LOSE":"KEEP"); */
2615 }
2616 }
2617 }
2618
2619 if (lose_this_stat)
2620 {
2621 this_stat = get_attr_value (&dep->stats, i);
2784 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2626 * difference.
2789 */ 2627 */
2790 if (this_stat>=-50) { 2628 if (this_stat >= -50)
2629 {
2791 change_attr_value(&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2633 op->update_stats ();
2795 lost_a_stat = 1; 2634 lost_a_stat = 1;
2796 } 2635 }
2797 } 2636 }
2637 }
2798 } 2638 }
2799 } 2639
2800 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2641 if (!lost_a_stat)
2802 { 2642 {
2803 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2645 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2646
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2647 if (god != shstr_none)
2808 "moment you feel the holy presence of %s protecting" 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2809 " you.", god); 2649 else
2810 else 2650 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 } 2651 }
2652#else
2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2654#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 2655
2818 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2657 * exp loss on the stone.
2820 */ 2658 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 sprintf(buf,"%s's gravestones",op->name); 2662 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); 2663 &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; 2664 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2666
2835 /**************************************/ 2667 /**************************************/
2836 /* */ 2668 /* */
2837 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2670 /* */
2841 /**************************************/ 2671 /**************************************/
2842 2672
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)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2674 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 2675
2869 /* 2676 /*
2870 * Check to see if the player is in a shop. IF so, then check to see if 2677 * 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 2678 * and put them back in the map.
2872 * in the map. 2679 */
2873 */ 2680 op->drop_unpaid_items ();
2874 2681
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 /****************************************/ 2682 /****************************************/
2884 /* */ 2683 /* */
2885 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2887 /* */ 2686 /* */
2888 /****************************************/ 2687 /****************************************/
2889 2688
2890 enter_player_savebed(op); 2689 enter_player_savebed (op);
2891 2690
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2691 op->contr->braced = 0;
2896 save_player(op,1);
2897 2692
2898 /* it is possible that the player has blown something up 2693 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2694 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2695 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2696 * on the space that might harm the player.
2902 */ 2697 */
2903 will_kill_again=0; 2698 will_kill_again = 0;
2904 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2699 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2905 if (tmp->type ==SPELL_EFFECT) 2700 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2701 will_kill_again |= tmp->attacktype;
2907 } 2702
2908 if (will_kill_again) { 2703 if (will_kill_again)
2704 {
2909 object *force; 2705 object *force;
2910 int at; 2706 int at;
2911 2707
2912 force=get_archetype(FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1;
2915 force->speed_left=-5.0; 2710 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2917 for (at=0; at<NROFATTACKS; at++) { 2714 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2716 force->resist[at] = 100;
2920 } 2717
2921 insert_ob_in_ob(force, op); 2718 insert_ob_in_ob (force, op);
2922 fix_player(op); 2719 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 } 2720 }
2981 }
2982 play_again(op);
2983 2721
2984 /* peterm: added to create a corpse at deathsite. */ 2722 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} 2723}
2998 2724
2999 2725static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2726loot_object (object *op)
2727{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2728 object *tmp, *next;
3002 2729
3003 if (op->container) { /* close open sack first */ 2730 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2731
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2732 for (tmp = op->inv; tmp; tmp = next)
2733 {
3008 next=tmp->below; 2734 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2735
3010 remove_ob(tmp); 2736 if (tmp->invisible)
2737 continue;
2738
2739 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2740 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2741
3013 loot_object(tmp); 2742 if (tmp->type == CONTAINER)
3014 } 2743 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2744
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2746 {
3017 if(tmp->nrof>1) { 2747 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2748 {
3019 free_object(tmp2); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 insert_ob_in_map(tmp,op->map,NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2751 }
2752 else
2753 tmp->destroy ();
2754 }
3021 } else 2755 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2756 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2757 }
3026} 2758}
3027 2759
3028/* 2760/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
3030 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
3031 * was changed. 2763 * was changed.
3032 */ 2764 */
2765void
2766fix_weight ()
2767{
2768 for_all_players (pl)
2769 {
2770 weight_t old = pl->ob->carrying;
3033 2771
3034void fix_weight(void) { 2772 pl->ob->update_weight ();
3035 player *pl; 2773
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2774 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2775 {
3038 if(old == sum) 2776 pl->ob->update_stats ();
3039 continue; 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2778 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2779 }
3044} 2780}
3045 2781
3046void fix_luck(void) { 2782void
3047 player *pl; 2783fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2784{
2785 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2786 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2787 pl->ob->change_luck (0);
3051} 2788}
3052
3053 2789
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2790/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2791 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2792 * just treat this as any other spell casting object.
3057 */ 2793 */
3058
3059void 2794void
3060cast_dust (object * op, object * throw_ob, int dir) 2795cast_dust (object *op, object *throw_ob, int dir)
3061{ 2796{
3062 object *skop, *spob; 2797 object *skop, *spob;
3063 2798
3064 skop = find_skill_by_name (op, throw_ob->skill); 2799 skop = find_skill_by_name (op, throw_ob->skill);
3065 2800
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2801 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2802 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2803 {
3069 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2804 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3070 op->name);
3071 return; 2805 return;
3072 } 2806 }
3073 2807
3074 spob = throw_ob->inv; 2808 spob = throw_ob->inv;
3075 2809
3076 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2810 // 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 2811 // not pass NULL to cast_spell (which did indeed check itself, but
3078 // errors should be reported as early as possible IMHO) 2812 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2813 if (!spob)
3080 { 2814 {
3081 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2815 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; 2816 return;
3084 } 2817 }
3085 2818
3086 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3087 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3088 2821
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2822 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2823
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2824 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2825}
3095 2826
2827void
3096void make_visible (object *op) { 2828make_visible (object *op)
3097 op->hide = 0; 2829{
2830 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2831 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 2832
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) 2833 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2834 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2835 op->contr->tmp_invis = 0;
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2836 op->contr->invis_race = 0;
2837 }
2838
2839 update_object (op, UP_OBJ_CHANGE);
2840}
2841
2842int
2843is_true_undead (object *op)
2844{
2845 if (op->arch->flag [FLAG_UNDEAD])
2846 return 1;
2847
3115 return 0; 2848 return 0;
3116} 2849}
3117 2850
3118/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2853 * indicate greater hideability.
3121 */ 2854 */
3122 2855int
3123int hideability(object *ob) { 2856hideability (object *ob)
2857{
3124 int i,level=0, mflag; 2858 int i, level = 0, mflag;
3125 sint16 x,y; 2859 sint16 x, y;
3126 2860
3127 if(!ob||!ob->map) return 0; 2861 if (!ob || !ob->map)
2862 return 0;
3128 2863
3129 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3131 2866
3132 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3133 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3134 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2870 if (ob->has_carried_lights ())
2871 level = -(10 + (2 * ob->map->darklevel ()));
3136 2872
3137 /* scan through all nearby squares for terrain to hide in */ 2873 /* 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]) { 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2877 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2879 if (mflag & P_OUT_OF_MAP)
2880 continue;
2881
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2883 level += 2;
3143 else /* open terrain! */ 2884 else /* open terrain! */
3144 level -= 1; 2885 level -= 1;
3145 } 2886 }
3146 2887
3147#if 0 2888#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2889 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2890#endif
3150 return level; 2891 return level;
3151} 2892}
3152 2893
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2898 */
3158 2899void
3159void do_hidden_move (object *op) { 2900do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2901{
3161 object *skop; 2902 int hide = 0;
3162 2903
3163 if(!op || !op->map) return; 2904 if (!op || !op->map)
2905 return;
3164 2906
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3166 2909
3167 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2911 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2912 if (!skop || num >= skop->level)
2913 {
3170 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3171 make_visible(op); 2915 make_visible (op);
3172 return; 2916 return;
3173 } else num += 20;
3174 } 2917 }
2918 else
2919 num += 20;
2920
3175 num += op->map->difficulty; 2921 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2922 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2923 num -= hide;
2924
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2926 {
3179 make_visible(op); 2927 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2928
3181 "You moved out of hiding! You are visible!"); 2929 if (op->type == PLAYER)
2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 2931 }
3183 else if (op->type == PLAYER && skop) { 2932 else if (op->type == PLAYER && skop)
3184 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3185 }
3186} 2934}
3187 2935
3188/* determine if who is standing near a hostile creature. */ 2936/* determine if who is standing near a hostile creature. */
3189 2937
2938int
3190int stand_near_hostile( object *who ) { 2939stand_near_hostile (object *who)
2940{
3191 object *tmp=NULL; 2941 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2942 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2943 maptile *m;
3194 sint16 x,y; 2944 sint16 x, y;
3195 2945
3196 if(!who) return 0; 2946 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; 2947 return 0;
3226}
3227 2948
2949 if (who->type == PLAYER)
2950 player = 1;
2951
2952 else
2953 friendly = who->flag [FLAG_FRIENDLY];
2954
2955 /* search adjacent squares */
2956 for (i = 1; i < 9; i++)
2957 {
2958 x = who->x + freearr_x[i];
2959 y = who->y + freearr_y[i];
2960 m = who->map;
2961 mflags = get_map_flags (m, &m, x, y, &x, &y);
2962 /* space must be blocked if there is a monster. If not
2963 * blocked, don't need to check this space.
2964 */
2965 if (mflags & P_OUT_OF_MAP)
2966 continue;
2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2968 continue;
2969
2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2971 {
2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2973 return 1;
2974 else if (tmp->type == PLAYER)
2975 return 1;
2976 }
2977 }
2978 return 0;
2979}
2980
3228/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3230 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3231 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2989 * 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. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 2991 * -b.t.
3239 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3240 */ 2993 */
3241 2994int
3242int player_can_view (object *pl,object *op) { 2995player_can_view (object *pl, object *op)
2996{
3243 rv_vector rv; 2997 rv_vector rv;
3244 int dx,dy; 2998 int dx, dy;
3245 2999
3246 if(pl->type!=PLAYER) { 3000 if (pl->type != PLAYER)
3001 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3002 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; 3003 return -1;
3273 op = op->more;
3274 } 3004 }
3005
3006 if (!pl || !op)
3275 return 0; 3007 return 0;
3276}
3277 3008
3278/* routine for both players and monsters. We call this when 3009 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 3010
3280 * place or invisiblity spell. Artefact invisiblity is not 3011 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 3012
3282 * return 0. 3013 /* starting with the 'head' part, lets loop
3014 * through the object and find if it has any
3015 * part that is in the los array but isn't on
3016 * a blocked los square.
3017 * we use the archetype to figure out offsets.
3283 */ 3018 */
3284int action_makes_visible (object *op) { 3019 while (op)
3020 {
3021 dx = rv.distance_x + op->arch->x;
3022 dy = rv.distance_y + op->arch->y;
3285 3023
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3024 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; 3025 return 1;
3296 } 3026
3027 op = op->more;
3297 } 3028 }
3029
3298 return 0; 3030 return 0;
3299} 3031}
3300 3032
3301/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3035 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3036 * -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 3037 * 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 3038 * 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 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3040 */
3041int
3309int op_on_battleground (object *op, int *x, int *y) { 3042op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3043{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3044 /* 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), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3051 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (tmp->flag [FLAG_IS_FLOOR])
3321 strcmp(tmp->name, "battleground")==0 && 3053 {
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 if (tmp->flag [FLAG_NO_PICK]
3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3058 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3059 /* before we assign the exit, check if this is a teambattle */
3324 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3325 object *invtmp; 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3063 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3064 if (x && y)
3329 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3067 return 1;
3068 }
3069
3070 if (x && y)
3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3331 return 1; 3073 return 1;
3332 } 3074 }
3333 } 3075 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3076 }
3339 } 3077
3340 }
3341 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3342 return 0; 3079 return 0;
3343} 3080}
3344 3081
3345/* 3082/*
3349 * attributes: 3086 * attributes:
3350 * object *who the dragon player 3087 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3088 * int atnr the attack-number of the ability focus
3352 * int level ability level 3089 * int level ability level
3353 */ 3090 */
3091void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3092dragon_ability_gain (object *who, int atnr, int level)
3093{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3094 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3095 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3096 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3097 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3099 int i = 0, j = 0;
3361 3100
3362 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3110
3372 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3373 return; 3112 return;
3374 3113
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3115
3377 3116 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3117 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3119 return;
3381 } 3120 }
3382 3121
3383 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3123 item = tr->item;
3385 3124
3386 if (item->type == SPELL) { 3125 if (item->type == SPELL)
3126 {
3387 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3388 return; 3128 return;
3389 3129
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3130 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); 3131 do_learn_spell (who, item, 0);
3392 return; 3132 return;
3393 } 3133 }
3394 3134
3395 /* grant direct spell */ 3135 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3136 if (item->type == SPELLBOOK)
3137 {
3397 if (!item->inv) { 3138 if (!item->inv)
3139 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3140 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3141 return;
3401 } 3142 }
3402 if (check_spell_known (who, item->inv->name)) 3143 if (check_spell_known (who, item->inv->name))
3403 return; 3144 return;
3404 if (item->invisible) { 3145 if (item->invisible)
3146 {
3405 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3147 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); 3148 do_learn_spell (who, item->inv, 0);
3407 return; 3149 return;
3408 } 3150 }
3409 } 3151 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3152 else if (item->type == SKILL_TOOL && item->invisible)
3153 {
3411 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3154 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3155 {
3412 3156
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3157 /* 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 3158 * 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, 3159 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3160 * but not all of them, he gets nothing.
3417 */ 3161 */
3418 if (!(skop->attacktype & item->attacktype)) { 3162 if (!(skop->attacktype & item->attacktype))
3163 {
3419 /* Give new attacktype */ 3164 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3165 skop->attacktype |= item->attacktype;
3421 3166
3422 /* always add physical if there's none */ 3167 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3168 skop->attacktype |= AT_PHYSICAL;
3424
3425 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3169
3428 /* Give player new face */ 3170 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); 3171 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 3172
3489/** 3173 /* Give player new face */
3490 * Unready an object for a player. This function does nothing if the object was 3174 if (item->animation_id)
3491 * not readied. 3175 {
3492 */ 3176 who->face = skop->face;
3493void player_unready_range_ob(player *pl, object *ob) { 3177 who->animation_id = item->animation_id;
3494 rangetype i; 3178 who->anim_speed = item->anim_speed;
3495 3179 who->last_anim = 0;
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3180 who->state = 0;
3497 if (pl->ranges[i] == ob) { 3181 animate_object (who, who->direction);
3498 pl->ranges[i] = NULL; 3182 }
3499 if (pl->shoottype == i) {
3500 pl->shoottype = range_none;
3501 } 3183 }
3502 } 3184 }
3503 } 3185 }
3186 else if (item->type == FORCE)
3187 {
3188 /* forces in the treasurelist can alter the player's stats */
3189 object *skin;
3190
3191 /* first get the dragon skin force */
3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3193 ;
3194
3195 if (!skin)
3196 return;
3197
3198 /* adding new spellpath attunements */
3199 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3200 {
3201 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3202
3203 /* print message */
3204 sprintf (buf, "You feel attuned to ");
3205 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3206 {
3207 if (item->path_attuned & (1 << i))
3208 {
3209 if (j)
3210 strcat (buf, " and ");
3211 else
3212 j = 1;
3213 strcat (buf, spellpathnames[i]);
3214 }
3215 }
3216
3217 strcat (buf, ".");
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3219 }
3220
3221 /* evtl. adding flags: */
3222 if (item->flag [FLAG_XRAYS])
3223 skin->set_flag (FLAG_XRAYS);
3224 if (item->flag [FLAG_STEALTH])
3225 skin->set_flag (FLAG_STEALTH);
3226 if (item->flag [FLAG_SEE_IN_DARK])
3227 skin->set_flag (FLAG_SEE_IN_DARK);
3228
3229 /* print message if there is one */
3230 if (item->msg != NULL)
3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3232 }
3233 else
3234 {
3235 /* generate misc. treasure */
3236 tmp = tr->item->instance ();
3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3238 who->insert (tmp);
3239 }
3504} 3240}
3241
3242//-GPL
3243
3244sint8
3245player::darkness_at (maptile *map, int x, int y) const
3246{
3247 if (!ns)
3248 return LOS_BLOCKED;
3249
3250 int dx, dy;
3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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