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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 2006 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 27
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 28#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 29#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 30
29#include <global.h> 31#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <sounds.h> 33#include <sounds.h>
37#include <living.h> 34#include <living.h>
38#include <object.h> 35#include <object.h>
39#include <spells.h> 36#include <spells.h>
40#include <skills.h> 37#include <skills.h>
41#include <newclient.h>
42 38
43#ifdef COZY_SERVER 39playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 40
47player *find_player(const char *plname) 41/* This loads the first map an puts the player on it. */
42static void
43set_first_map (object *op)
48{ 44{
49 player *pl; 45 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 46 op->x = -1;
51 { 47 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 48}
57 49
58player* find_player_partial_name( const char* plname ) 50void
59 { 51player::activate ()
60 player* pl; 52{
61 player* found = NULL; 53 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; 54 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 55
133void send_news(const object *op) { 56 players.insert (this);
134 char buf[MAX_BUF]; 57 ob->remove ();
135 char news[HUGE_BUF]; 58 ob->map = 0;
136 char subject[MAX_BUF]; 59 ob->activate_recursive ();
137 FILE *fp; 60 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 61 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} 62}
180 63
181int playername_ok(const char *cp) { 64void
182 /* Don't allow - or _ as first character in the name */ 65player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 66{
184 67 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; 68 return;
189}
190 69
191/* This no longer sets the player map. Also, it now updates 70 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 71 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 72 ob->deactivate_recursive ();
194 */
195 73
196/* Redo this to do both get_player_ob and get_player. 74 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 75 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 76
206 if (!p) { 77 ob->remove ();
207 player *tmp; 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
79 ob->map = 0;
80 party = 0;
208 81
209 p = (player *) malloc(sizeof(player)); 82 players.erase (this);
210 if(p==NULL) 83}
211 fatal(OUT_OF_MEMORY);
212 84
213 /* This adds the player in the linked list. There is extra 85// connect the player with a specific client
214 * complexity here because we want to add the new player at the 86// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 87void
216 * that needs to be done except for things like output of 88player::connect (client *ns)
217 * 'who'. 89{
218 */ 90 this->ns = ns;
219 tmp=first_player; 91 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 92
227 p->next = NULL; 93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
228 } 115 {
116 object *tmp, *abil = 0, *skin = 0;
229 117
230 /* Clears basically the entire player structure except 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 119 if (tmp->type == FORCE)
232 */ 120 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 121 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
235 124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
236 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 212 * we deal with that below this point.
238 */ 213 */
239 p->party=NULL; 214 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 217
245#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 219
247#endif 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
248 239 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
250 244 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 245
260 roll_stats(op); 246 ob = observe = viewpoint = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 247}
302 248
303 249player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 250{
307 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
308 op->x = -1; 252 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 253}
342 254
343/* 255/*
344 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
347 */ 259 */
260static archetype *
348archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
349{ 262{
350 archetype *start = at; 263 // archetypes could have been reloaded
351 for (;;) { 264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 265
353 at=first_archetype; 266 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 267 return at;
358 if (at == start) { 268
359 LOG (llevError, "No Player archetypes\n"); 269 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 270
361 } 271 for (;;)
362 } 272 {
363} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
364 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
365 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
302
303object *
366object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
367 object *op = NULL; 306 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 307 objectlink *ol;
370 unsigned lastdist; 308 unsigned lastdist;
371 rv_vector rv; 309 rv_vector rv;
372 310
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 312 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 314 continue;
400 315
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
410 op=pl->ob; 317 {
318 op = ol->ob;
411 lastdist=rv.distance; 319 lastdist = rv.distance;
320 }
412 } 321 }
413 } 322
414 } 323 for_all_players (pl)
324 if (can_detect_enemy (mon, pl->ob, &rv))
325 if (lastdist > rv.distance)
326 {
327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
415#if 0 331#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 333#endif
418 return op; 334 return op;
419} 335}
420 336
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
424 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
425 * the deviation is 341 * the deviation is
426 */ 342 */
427#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
437 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 354 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 355 * is probably not a good thing.
440 */ 356 */
441#define MAX_SPACES 50 357#define MAX_SPACES 50
442
443 358
444/* 359/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 361 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 362 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 375 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 376 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 377 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 378 * is blocking itself.
464 */ 379 */
380int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
466 rv_vector rv; 383 rv_vector rv;
467 sint16 x,y; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap;
470 385
471 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
472 387
473 if (rv.distance<mindiff) return 0; 388 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 389 return 0;
726}
727 390
728void confirm_password(object *op) { 391 mapxy pos (mon);
392 dir = rv.direction;
393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 395
730 op->contr->write_buf[0]='\0'; 396 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 397 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 398 return 0;
733}
734 399
400 while (diff > 1 && max > 0)
401 {
402 mapxy lastpos = pos;
403
404 pos.move (dir);
405
406 /* Space is blocked - try changing direction a little */
407 if (!pos.normalise ()
408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
410 {
411 /* recalculate direction from last good location. Possible
412 * we were not traversing ideal location before.
413 */
414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
415 if (rv.direction != dir)
416 {
417 /* OK - says direction should be different - lets reset the
418 * the values so it will try again.
419 */
420 pos = lastpos;
421 dir = firstdir = rv.direction;
422 }
423 else
424 {
425 /* direct path is blocked - try taking a side step to
426 * either the left or right.
427 * Note increase the values in the loop below to be
428 * more than -1/1 respectively will mean the monster takes
429 * bigger detour. Have to be careful about these values getting
430 * too big (3 or maybe 4 or higher) as the monster may just try
431 * stepping back and forth
432 */
433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
436 continue; /* already did this, so skip it */
437
438 /* Use lastdir here - otherwise,
439 * since the direction that the creature should move in
440 * may change, you could get infinite loops.
441 * ie, player is northwest, but monster can only
442 * move west, so it does that. It goes some distance,
443 * gets blocked, finds that it should move north,
444 * can't do that, but now finds it can move east, and
445 * gets back to its original point. lastdir contains
446 * the last direction the creature has successfully
447 * moved.
448 */
449 pos = lastpos;
450 pos.move (absdir (lastdir + i));
451
452 if (!pos.normalise ())
453 continue;
454
455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
458 continue;
459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
461 continue;
462
463 if (blocked_link (mon, pos.m, pos.x, pos.y))
464 break;
465 }
466
467 /* go through entire loop without finding a valid
468 * sidestep to take - thus, no valid path.
469 */
470 if (i == DETOUR_AMOUNT + 1)
471 return 0;
472
473 diff--;
474 lastdir = dir;
475 max--;
476 if (!firstdir)
477 firstdir = dir + i;
478 } /* else check alternate directions */
479 } /* if blocked */
480 else
481 {
482 /* we moved towards creature, so diff is less */
483 diff--;
484 max--;
485 lastdir = dir;
486
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509}
510
511void
512give_initial_items (object *pl, treasurelist *items)
513{
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 op->set_flag (FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by multiple treasurelists specifying the same skills.
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 break;
556 }
557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
562 if (op->type == SPELLBOOK && op->inv)
563 op->inv->clr_flag (FLAG_STARTEQUIP);
564
565 /* Give starting characters identified, uncursed, and undamned
566 * items. Just don't identify gold or silver, or it won't be
567 * merged properly.
568 */
569 if (op->need_identify ())
570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
576 if (op->type == SPELL)
577 {
578 op->destroy ();
579 continue;
580 }
581 else if (op->type == SKILL)
582 {
583 op->set_flag (FLAG_CAN_USE_SKILL);
584 op->stats.exp = 0;
585 op->level = 1;
586 }
587 else /* lock all 'normal items by default */
588 op->set_flag (FLAG_INV_LOCKED);
589 } /* for loop of objects in player inv */
590
591 /* Need to set up the skill pointers */
592 pl->contr->link_skills ();
593}
594
595void
735void get_party_password(object *op, partylist *party) { 596get_party_password (object *op, partylist *party)
597{
736 if (party == NULL) { 598 if (party == NULL)
599 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 601 return;
739 } 602 }
603
740 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 608}
745
746 609
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 611static int
612roll_stat ()
613{
749 int a[4],i,j,k; 614 int a[4], i, j, k;
750 615
751 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
753 618
754 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 620 if (a[i] < k)
756 k=a[i],j=i; 621 k = a[i], j = i;
757 622
758 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 624 if (i != j)
760 k+=a[i]; 625 k += a[i];
761 } 626
762 return k; 627 return k;
763} 628}
764 629
765void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
766 int sum=0; 637 int sum = 0;
767 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
769 640
770 do { 641 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 642 break;
772 op->stats.Dex=roll_stat(); 643 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 644
783 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 647
792 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 650
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 651 stats.exp = 0;
823 op->stats.ac=0; 652 stats.ac = 0;
824 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
825 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
828 663
829 fix_player(op); 664 contr->orig_stats = stats;
665 }
666}
667
668void
669object::swap_stats (int a, int b)
670{
671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
672
673 for (int i = 0; i < NUM_STATS; ++i)
674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
830 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
833 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
834} 696}
835 697
836void Roll_Again(object *op) 698static void
699start_info (object *op)
837{ 700{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
846 702
847 if ( op->contr->Swap_First == -1 ) { 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 705}
955 706
956/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
960 * not the class. 711 * not the class.
961 */ 712 */
962 713void
963int key_change_class(object *op, char key) 714player::chargen_race_done ()
964{ 715{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
979 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr);
981 724
982 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
983 726
984 if (op->msg) { 727 if (ob->msg)
985 free_string(op->msg); 728 ob->msg = 0;
986 op->msg=NULL;
987 }
988 729
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 730 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
1003 fix_player(op); 734 ob->update_stats ();
1004 735
1005 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1006 * is one for this race 737 * is one for this race
1007 */ 738 */
1008 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
1009 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 741 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 743}
1025 return 0;
1026 }
1027 744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
763
764void
765player::chargen_race_next ()
766{
1028 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1030 */ 769 */
1031 770
1032 tmp_loop = 0; 771 do
1033 while(!tmp_loop) { 772 {
1034 const char *name = add_string (op->name); 773 shstr name = ob->name;
1035 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 775
1037 remove_ob (op); 776 ob->remove_statbonus ();
777 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
780 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 782 ob->name = ob->name_pl = name;
1042 op->name = name; 783 ob->x = x;
1043 free_string(op->name_pl); 784 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 788 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 789 }
790 while (!allowed_class (ob));
791
1056 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 794 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 797 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 798}
1067 799
1068int key_confirm_quit(object *op, char key) 800static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 801flee_player (object *op)
802{
1114 int dir,diff; 803 int dir, diff;
1115 rv_vector rv; 804 rv_vector rv;
1116 805
1117 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1120 return; 810 return;
811 }
812
813 if (!op->enemy)
1121 } 814 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1126 return; 817 return;
1127 } 818 }
1128 819
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 } 821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
1144 get_rangevector(op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1145 828
1146 dir=absdir(4+rv.direction); 829 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 830 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 831 {
832 int m = 1 - rndm (2) * 2;
833
834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
835 return;
836 }
837
1154 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 840 op->enemy = NULL;
1157} 841}
1158
1159 842
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 845 * stop.
1163 */ 846 */
847int
1164int check_pick(object *op) { 848check_pick (object *op)
849{
1165 object *tmp, *next; 850 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 851 int stop = 0;
1168 int j, k, wvratio; 852 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 853
1171
1172 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1174 return 1; 856 return 1;
1175 857
1176 op_tag = op->count;
1177
1178 next = op->below; 858 next = op->below;
1179 if (next) 859
1180 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 862
1182 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 864 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1185 { 866 {
1186 tmp = next; 867 tmp = next;
1187 next = tmp->below; 868 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 869
1191 if (was_destroyed (op, op_tag)) 870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
876 if (op->destroyed ())
1192 return 0; 877 return 0;
1193 878
1194 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1195 continue; 880 continue;
1196 881
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 883 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1201 continue; 887 continue;
1202 } 888 }
1203 889
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 890 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1241 { 892 {
1242 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 894 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 899
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
1281 /* philosophy: 909 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 910 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 911 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 913 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 914 * example.
1287 * The drawback: right now it has no frontend, so you need to 915 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 916 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1295 923
1296 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1299 927
1300 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 930 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1305 933
1306 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 935 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 936 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1310 939
1311 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1313 943
1314 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
1316 947
1317 /* all food and drink if desired */ 948 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1322 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1325 963
1326 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1329 970
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1334 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1337 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1340 992
1341 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1345 1003
1346 /* pick up all magical items */ 1004 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1350 1012
1351 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1352 { 1014 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1355 } 1020 }
1356 1021
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* we don't forget dragon food */
1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1361 1040
1362 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1366 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1369 1055
1370 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1374 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1377 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1380 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1383 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1386 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1389 1098
1390 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1394 1106
1395 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1108 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1109 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1110 if (tmp->type == WEAPON)
1399 { 1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1112 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1113 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1114 continue;
1403 } 1115 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1116 }
1411 1117
1412 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1416 1125
1417 /* any of the last 4 bits set means we use the ratio for value 1126 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1127 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1420 { 1129 {
1421 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1133 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1136 {
1428 pick_up(op, tmp);
1429#if 0 1137#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1432 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1433 } 1142 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1143 else
1144 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1147#endif
1438 continue; 1148 CHK_PICK_PICKUP;
1439 } 1149 continue;
1150 }
1151 } /* the new pickup model */
1440 } 1152 }
1441 } /* the new pickup model */ 1153
1442 }
1443 return ! stop; 1154 return !stop;
1155}
1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1444} 1190}
1445 1191
1446/* 1192/*
1447 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1195 * found object is returned.
1450 */ 1196 */
1197static object *
1451object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1452{ 1199{
1453 object *tmp = NULL; 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1454 1203
1455 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1207 {
1459 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1209 return arrow;
1210 }
1211
1460 return op; 1212 return 0;
1461 return tmp;
1462} 1213}
1463 1214
1464/* 1215/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1220 */
1470 1221static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1223{
1473 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1475 1226
1476 if (!type) 1227 if (!type)
1477 return NULL; 1228 return NULL;
1478 1229
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1231 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1233 {
1234 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1484 if (i > betterby) { 1237 if (i > betterby)
1485 tmp = ntmp; 1238 {
1486 betterby = i; 1239 tmp = ntmp;
1487 } 1240 betterby = i;
1241 }
1242 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1489 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1247 {
1492 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1249 {
1494 return arrow; 1250 *better = 100;
1495 } else { 1251 return arrow;
1496 tmp = arrow; 1252 }
1253 else
1254 {
1255 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1257 }
1499 } else { 1258 }
1259 else
1260 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1501 attacktype = 1<<attacknum; 1263 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1266 {
1267 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1269 }
1507 } 1270 }
1271
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1273 {
1274 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1276 }
1277
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1279 {
1280 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1282 }
1283 }
1284 }
1516 } 1285 }
1517 } 1286
1518 }
1519 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1288 return find_arrow (op, type);
1521 1289
1522 *better = betterby; 1290 *better = betterby;
1523 return tmp; 1291 return tmp;
1524} 1292}
1525 1293
1526/* looks in a given direction, finds the first valid target, and calls 1294/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1296 * op = the shooter
1529 * type = bow->race 1297 * type = bow->race
1530 * dir = fire direction 1298 * dir = fire direction
1531 */ 1299 */
1532 1300static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1302{
1535 object *tmp = NULL; 1303 object *tmp = NULL;
1536 mapstruct *m; 1304 maptile *m;
1537 int i, mflags, found, number; 1305 int i, mflags, found, number;
1538 sint16 x, y; 1306 sint16 x, y;
1539 1307
1540 if (op->map == NULL) 1308 if (op->map == NULL)
1541 return find_arrow(op, type); 1309 return find_arrow (op, type);
1542 1310
1543 /* do a dex check */ 1311 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1314 return find_arrow (op, type);
1547 1315
1548 m = op->map; 1316 m = op->map;
1549 x = op->x; 1317 x = op->x;
1550 y = op->y; 1318 y = op->y;
1551 1319
1552 /* find the first target */ 1320 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1554 x += freearr_x[dir]; 1322 {
1555 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1328 {
1559 break; 1329 tmp = 0;
1330 break;
1331 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1333 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1563 */ 1336 */
1564 tmp = NULL; 1337 tmp = 0;
1565 break; 1338 break;
1566 } 1339 }
1340
1567 if (mflags & P_IS_ALIVE) { 1341 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1343 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1344 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1345 }
1577 if (tmp == NULL) 1346
1347 if (!tmp)
1578 return find_arrow(op, type); 1348 return find_arrow (op, type);
1579 1349
1580 if (tmp->head) 1350 if (tmp->head)
1581 tmp = tmp->head; 1351 tmp = tmp->head;
1582 1352
1583 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1584} 1354}
1585 1355
1586/* 1356/*
1587 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1589 * op is the object firing the bow. 1359 * op is the object firing the bow.
1590 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1591 * dir is the direction of fire. 1361 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1363 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1364 * player fire modes.
1595 */ 1365 */
1366int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1368{
1599 object *left, *bow; 1369 object *left, *bow;
1600 tag_t left_tag, tag; 1370 int mflags;
1601 int bowspeed, mflags; 1371 maptile *m;
1602 mapstruct *m;
1603 1372
1604 if (!dir) { 1373 if (!dir)
1374 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1607 } 1382 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1385 * don't need to switch back and forth between bows and weapons.
1614 */ 1386 */
1615 if(bow->type==BOW) 1387 if (bow->type == BOW)
1616 break; 1388 break;
1617 1389
1618 if (!bow) { 1390 if (!bow)
1391 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1393 return 0;
1621 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1622 } 1398 }
1399
1623 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1403 return 0;
1626 } 1404 }
1627 1405
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1406 if (arrow == NULL)
1407 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1638 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1413 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1644 return 0; 1416 return 0;
1645 } 1417 }
1646 } 1418 }
1419
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1422 return 0;
1650 } 1423
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1427 return 0;
1654 } 1428 }
1655 1429
1656 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1435 return 0;
1436 }
1662 1437
1663 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1439 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1666 if (arrow == NULL) { 1441 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1443 return 0;
1669 return 0;
1670 } 1444 }
1671 set_owner(arrow, op); 1445
1672 if (arrow->skill) free_string(arrow->skill); 1446 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1447 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1448 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1449
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1454
1691 /* Note that this was different for monsters - they got their level 1455#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1693 */
1694 1457 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1699 /* update the speed */ 1472 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1473
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1709 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1710 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1721 arrow->level = op->level; 1494 arrow->level = op->level;
1722 } 1495 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1496
1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1724 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1501 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1502
1728 arrow->map = m; 1503 wc -= arrow->level;
1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1731 1510
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1513
1736 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1515 move_arrow (arrow);
1738 1516
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1517 return 1;
1746} 1518}
1747 1519
1748/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1521 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1525 * hence the function name.
1754 */ 1526 */
1527static int
1755int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1756{ 1529{
1757 int ret=0, wcmod=0; 1530 int ret;
1758 1531
1759 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1533 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1535 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1537 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1540 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1546 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1552 }
1777 } else { 1553 else
1554 {
1778 /* Simple case */ 1555 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1557 }
1558
1781 return ret; 1559 return ret;
1782} 1560}
1783
1784 1561
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1787 */ 1564 */
1565static void
1788void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1789{ 1567{
1790 object *item; 1568 object *item = op->contr->ranged_ob;
1791 1569
1792 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1573 return;
1795 } 1574 }
1796 1575
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1576 if (!item->inv)
1577 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1579 return;
1801 } 1580 }
1802 if (item->type == WAND) { 1581
1803 if(item->stats.food<=0) { 1582 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1583 return;
1807 } 1584
1585 if (item->type == WAND)
1586 {
1587 if (item->stats.food <= 0)
1588 {
1589 op->contr->play_sound (sound_find ("wand_poof"));
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595 else if (item->type == ROD || item->type == HORN)
1596 {
1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1602 {
1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1605 if (item->type == ROD)
1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1607 else
1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
1610 return;
1611 }
1612 }
1613
1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1618 if (item->type == WAND)
1619 {
1620 if (!(--item->stats.food))
1621 {
1622 if (item->arch)
1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1625 item->face = item->arch->face;
1626 item->set_speed (0);
1627 }
1628
1629 if (object *pl = item->visible_to ())
1630 esrv_update_item (UPD_ANIM, pl, item);
1631 }
1632 }
1808 } else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1634 drain_rod_charge (item);
1838 }
1839 } 1635 }
1840} 1636}
1841 1637
1842/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1843 */ 1639 */
1640bool
1844void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1845 int spellcost=0; 1643 int spellcost = 0;
1846 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1847 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1849 1669
1850 switch(op->contr->shoottype) { 1670 switch (ob->type)
1851 case range_none: 1671 {
1852 return; 1672 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1856 return; 1674 break;
1857 1675
1858 case range_magic: /* Casting spells */ 1676 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1678 break;
1861 1679
1862 case range_misc: 1680 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1681 apply_map_builder (who, dir);
1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1692 default:
1693 fire_misc_object (who, dir);
1694 break;
1695 }
1696
1697 return true;
1698}
1699
1700static object *
1701find_key_ (object *pl, object *container, object *door)
1702{
1703 object *tmp, *key;
1704
1705 /* Should not happen, but sanity checking is never bad */
1706 if (!container->inv)
1707 return 0;
1708
1709 /* First, lets try to find a key in the top level inventory */
1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1711 {
1712 if (door->type == DOOR && tmp->type == KEY)
1713 break;
1714
1715 /* For sanity, we should really check door type, but other stuff
1716 * (like containers) can be locked with special keys
1717 */
1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1719 break;
1720 }
1721
1722 /* No key found - lets search inventories now */
1723 /* If we find and use a key in an inventory, return at that time.
1724 * otherwise, if we search all the inventories and still don't find
1725 * a key, return
1726 */
1727 if (!tmp)
1728 {
1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1730 /* No reason to search empty containers */
1731 if (tmp->type == CONTAINER && tmp->inv)
1732 if ((key = find_key_ (pl, tmp, door)))
1733 return key;
1734
1735 if (!tmp)
1887 return; 1736 return 0;
1888 default: 1737 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1738
1890 return; 1739 /* We get down here if we have found a key. Now if its in a container,
1740 * see if we actually want to use it
1741 */
1742 if (pl != container)
1891 } 1743 {
1892} 1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1746 return 0;
1893 1747
1748 /* cases where this fails:
1749 * If we only search the player inventory, return now since we
1750 * are not in the players inventory.
1751 * If the container is not active, return now since only active
1752 * containers can be used.
1753 * If we only search keyrings and the container does not have
1754 * a race/isn't a keyring.
1755 * No checking for all containers - to fall through past here,
1756 * inv must have been an container and must have been active.
1757 *
1758 * Change the color so that the message doesn't disappear with
1759 * all the others.
1760 */
1761 if (pl->contr->usekeys == key_inventory
1762 || !container->flag [FLAG_APPLIED]
1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1764 {
1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1767 return NULL;
1768 }
1769 }
1894 1770
1771 return tmp;
1772}
1895 1773
1896/* find_key 1774/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1900 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1901 * pl is the player, 1779 * pl is the player,
1902 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1905 */ 1783 */
1906 1784object *
1907object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1908{ 1786{
1909 object *tmp,*key; 1787 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1788 {
1923 /* No key found - lets search inventories now */ 1789 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1790 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1791 // of searching through containers ourselves.
1926 * a key, return 1792
1927 */ 1793 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1794 }
1934 } 1795 else
1935 if (!tmp) return NULL; 1796 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1797}
1969 1798
1970/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1973 * 0 otherwise 1802 * 0 otherwise
1974 */ 1803 */
1804static int
1975static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1976{ 1806{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1981 */ 1810 */
1982 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1983 1812
1984 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1985 if (key) { 1814 if (key)
1815 {
1986 object *container=key->env; 1816 object *container = key->env;
1987 1817
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1818 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1819 make_visible (op);
1820
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1822 spring_trap (door->inv, op);
1823
1991 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1996 "You open the door with the %s", query_short_name(key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1830 }
1831
1999 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1834
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
2005 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
2006 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1841 return 1;
2009 } 1842 }
1843
2010 return 0; 1844 return 0;
2011} 1845}
2012 1846
2013/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2018 */ 1852 */
2019 1853bool
2020void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2021{ 1855{
2022 object *tmp, *mon, *tpl; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1857 {
2024 int on_battleground; 1858 --op->speed_left;
2025 mapstruct *m; 1859 return true;
1860 }
2026 1861
2027 if (op->contr->transport) tpl = op->contr->transport; 1862 sint16 nx = DIRX (dir) + op->x;
2028 else tpl = op; 1863 sint16 ny = DIRY (dir) + op->y;
2029 nx=freearr_x[dir]+tpl->x;
2030 ny=freearr_y[dir]+tpl->y;
2031 1864
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2033 1867
2034 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1875 * move_ob uses.
2042 */ 1876 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1877 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1878
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1879 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1880 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1881 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1882 * on the space
2060 */ 1883 */
2061 while (tmp!=NULL) { 1884 object *mon;
2062 if (tmp == op) { 1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1886 {
2064 continue; 1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2065 } 1892 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1893
2067 mon = tmp; 1894 /* no monster == player tries to move into a wall or so */
2068 break; 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
2069 } 1919 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */
2077 1920
2078 if(mon->head != NULL)
2079 mon = mon->head; 1921 mon = mon->head_ ();
2080 1922
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
2083 1930
2084 /* The following deals with possibly attacking peaceful 1931 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1932 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1933 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1934 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1935 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1936 * and thus will not push them.
2090 */ 1937 */
2091 1938
2092 /* If the creature is a pet, push it even if the player is not 1939 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1940 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1941 * player owns it and it is either friendly or unagressive.
2095 */ 1942 */
2096 if ((op->type==PLAYER) 1943 if (op->type == PLAYER
2097#if COZY_SERVER 1944 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1946 || mon->owner == op)
2103 ) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1948 {
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1950 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1951 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
1964 }
1965 else
1966 return false;
1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1970
2117 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1974 * attack them either.
2121 */ 1975 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1978 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
2131 )) { 1987 {
2132 if (!op->contr->braced) { 1988 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1989 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1990 }
2135 } else { 1991 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
1993
1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1995 make_visible (op);
1996
1997 return true;
1998 }
2137 } 1999 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2002 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2006 {
2007 --op->speed_left;
2008
2145 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2147 } 2011 make_visible (op);
2148 2012
2013 return true;
2014 }
2015 }
2149 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2021 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2024 {
2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2026 {
2027 --op->contr->weapon_sp_left;
2159 2028
2160 /* If the player hasn't hit something this tick, and does 2029 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2030
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2031 if (action_makes_visible (op))
2032 make_visible (op);
2033
2034 return true;
2035 }
2169 } 2036 }
2170 2037
2171 skill_attack(mon, op, 0, NULL, NULL); 2038 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2039}
2189 2040
2041bool
2190int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2191 int pick; 2043{
2192 object *transport = op->contr->transport; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2045 return 0;
2046
2047 /* Sanity check: make sure dir is valid */
2048 if (dir < 0 || dir > 8)
2049 {
2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2051 return 0;
2052 }
2053
2054 /* peterm: added following line */
2055 if (op->flag [FLAG_CONFUSED] && dir)
2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2057
2058 op->facing = dir;
2059
2060 if (op->flag [FLAG_HIDDEN])
2061 do_hidden_move (op);
2062
2063 bool retval;
2064 int pick = 0;
2065
2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2067 retval = RESULT_INT (0);
2068 else if (op->contr->fire_on)
2069 retval = fire (op, dir);
2070 else
2071 {
2072 retval = move_player_attack (op, dir);
2073 pick = check_pick (op);
2074 }
2075
2076 /* Add special check for newcs players and fire on - this way, the
2077 * server can handle repeat firing.
2078 */
2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2080 op->direction = dir;
2081 else
2082 op->direction = 0;
2083
2084 /* Update how the player looks. Use the facing, so direction may
2085 * get reset to zero. This allows for full animation capabilities
2086 * for players.
2087 */
2088 animate_object (op, op->facing);
2089
2090 return retval;
2256} 2091}
2257 2092
2258/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2094 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2096 * the new speed values for commands.
2262 * 2097 *
2263 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2264 */ 2101 */
2102bool
2265int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2266{ 2104{
2267 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2106 {
2269 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2108 {
2271 * alternate it here for it to work correctly. 2109 --op->speed_left;
2272 */ 2110 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2111
2112 return true;
2113 }
2114 else
2115 return false;
2274 } 2116 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282 2117
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2120 * called, so we recheck it here.
2307 */ 2121 */
2308 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2123 return true;
2310 2124
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2126 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2127
2321 else return 0; 2128 return false;
2322 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2135 return 0;
2324}
2325 2136
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2140 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2142
2338 if (op->contr) 2143 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2144 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2145
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2146 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2148
2345 if(op->stats.food<0) 2149 if (op->stats.food < 0)
2346 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2151
2152 op->update_stats ();
2348 return 1; 2153 return 1;
2349 } 2154 }
2155
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2159 return 0;
2354} 2160}
2355 2161
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2359 * from. 2165 * from.
2360 */ 2166 */
2167static void
2361void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2362{ 2169{
2363 object *next;
2364
2365 while (op) { 2170 while (op)
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 } 2171 {
2380} 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2382 2178
2383/* 2179 op = next;
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2180 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2181}
2419 2182
2183void
2184object::drop_unpaid_items ()
2185{
2186 if (!flag [FLAG_REMOVED])
2187 ::drop_unpaid_items (inv, this);
2188}
2420 2189
2421 2190void
2422void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2423 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i;
2427 int rate_hp = 1200; 2195 int rate_hp = 1200;
2428 int rate_sp = 2500; 2196 int rate_sp = 2500;
2429 int rate_grace = 2000; 2197 int rate_grace = 2000;
2430 const int max_hp = 1; 2198 const int max_hp = 1;
2431 const int max_sp = 1; 2199 const int max_sp = 1;
2432 const int max_grace = 1; 2200 const int max_grace = 1;
2433 2201
2434 if (op->contr->outputs_sync) { 2202#if 0
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2436 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]);
2439 }
2440
2441 if(op->contr->state==ST_PLAYING) {
2442
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 } 2204 {
2457 if(op->contr->gen_grace >= 0) 2205 op->invisible = 1000;
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2206 /* the socket code flashes the player visible/invisible
2459 else { 2207 * depending on the value of invisible, so we need to
2460 gen_grace = op->stats.maxgrace; 2208 * alternate it here for it to work correctly.
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 } 2209 */
2479 if (max_sp>1) { 2210 if (server_tick & 2)
2480 over_sp = (gen_sp+10)/rate_sp; 2211 op->invisible--;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2212 }
2512 } else { 2213 else
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2214#endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2556 2223
2224 if (op->contr->ns->state == ST_PLAYING)
2225 {
2226 /* these next three if clauses make it possible to SLOW DOWN
2227 hp/grace/spellpoint regeneration. */
2557 if(op->contr->gen_hp > 0) 2228 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2230 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2231 {
2232 gen_hp = op->stats.maxhp;
2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2234 }
2235
2236 if (op->contr->gen_sp >= 0)
2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2238 else
2239 {
2240 gen_sp = op->stats.maxsp;
2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2242 }
2243
2244 if (op->contr->gen_grace >= 0)
2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2246 else
2247 {
2248 gen_grace = op->stats.maxgrace;
2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2250 }
2251
2252 /* Regenerate Grace */
2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2255 {
2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2262 {
2263 int over_grace = temp / rate_grace;
2264
2265 if (over_grace > 0)
2266 {
2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2268 op->last_grace = 0;
2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2275
2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2283 {
2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2285
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2293 op->stats.food--;
2294
2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2298 op->stats.food = last_food;
2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2331 {
2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 else
2361 op->last_heal = rate_hp / temp;
2362 }
2363 }
2364
2365 /* Digestion */
2366 if (--op->last_eat < 0)
2367 {
2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2370
2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2372
2561 /* dms do not consume food */ 2373 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2374 if (!op->flag [FLAG_WIZ])
2563 } 2375 op->stats.food--;
2564 } 2376 }
2565 2377
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2379 {
2380 object *flesh = 0;
2568 2381
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2382 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2388 {
2573 manual_apply(op,tmp,0); 2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2391 op->apply (tmp);
2392
2574 if(op->stats.food>=0||op->stats.hp<0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2394 break;
2576 } 2395 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2397 flesh = tmp;
2579 } /* end of for loop */ 2398 }
2399
2580 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2401 * eat flesh instead.
2582 */ 2402 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2404 {
2585 manual_apply(op,flesh,0); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2407 op->apply (flesh);
2408 }
2588 2409
2589 while(op->stats.food<0&&op->stats.hp>0) 2410 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2411 if (op->stats.food < 0)
2591 2412 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2414 }
2415
2416 if (op->stats.food < 0)
2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2427
2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2430 kill_player (op);
2431 }
2432}
2597 2433
2598/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2435 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2437 * file.
2602 */ 2438 */
2439void
2603void kill_player(object *op) 2440kill_player (object *op)
2604{ 2441{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2442 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2444 int will_kill_again;
2614 archetype *at; 2445 archetype *at;
2615 object *tmp; 2446 object *tmp;
2616 2447
2617 if(save_life(op)) 2448 if (save_life (op))
2618 return; 2449 return;
2619 2450
2451 dynbuf_text deathtab;
2620 2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2486
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2490 */
2625 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2627 "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2494
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2497
2655 { 2498 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2500 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2661 op->contr->killer); 2504 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2669 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2512 op->contr->braced = 0;
2672 return;
2673 }
2674 2513
2675 /* Lauwenmark: Handle for plugin death event */ 2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2515 return;
2516 }
2678 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2679 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2680 2522
2681 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2682 2524
2683 if(op->stats.food<0) { 2525 op->contr->play_sound (sound_find ("player_dies"));
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation");
2692 }
2693 else {
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2526
2704 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2706 2531
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * life if they are dead - it takes some exp and a random stat. 2533 * life if they are dead - it takes some exp and a random stat.
2711 * See the config.h file for a little more in depth detail about this. 2534 * See the config.h file for a little more in depth detail about this.
2712 */ 2535 */
2713 2536
2714 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2539 * of death.
2717 */ 2540 */
2718#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2720 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2721 /* Lower level chars don't lose as many stats because they suffer 2545 /* Lower level chars don't lose as many stats because they suffer
2722 more if they do. */ 2546 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2549 little bit harder. */
2726 /* GD */ 2550 /* GD */
2727 if (settings.stat_loss_on_death) 2551 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2552 num_stats_lose = 1;
2729 else 2553 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2555 }
2556 else
2732 num_stats_lose = 1; 2557 num_stats_lose = 1;
2733 } 2558
2734 lost_a_stat = 0; 2559 lost_a_stat = 0;
2735 2560
2736 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2737 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2738 2564
2739 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2740 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2741 * what he lost. 2568 * what he lost.
2742 */ 2569 */
2743 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2575 lost_a_stat = 1;
2749 } else { 2576 }
2577 else
2578 {
2750 /* deplete a stat */ 2579 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2752 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2753 2585 {
2754 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2755 if(!dep) {
2756 dep = arch_to_object(deparch);
2757 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2588 }
2787 if (lose_this_stat) { 2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
2591 {
2592 /* GD */
2593 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2594 this_stat = get_attr_value (&(dep->stats), i);
2595 if (this_stat < 0)
2596 {
2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2598 int keep_chance = this_stat * this_stat;
2599
2600 /* Yes, I am paranoid. Sue me. */
2601 if (keep_chance < 1)
2602 keep_chance = 1;
2603
2604 /* There is a maximum depletion total per level. */
2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2607 lose_this_stat = 0;
2608 /* Take loss chance vs keep chance to see if we
2609 retain the stat. */
2610 }
2611 else
2612 {
2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
2618 }
2619 }
2620 }
2621
2622 if (lose_this_stat)
2623 {
2624 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2629 * difference.
2794 */ 2630 */
2795 if (this_stat>=-50) { 2631 if (this_stat >= -50)
2632 {
2796 change_attr_value(&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2636 op->update_stats ();
2800 lost_a_stat = 1; 2637 lost_a_stat = 1;
2801 } 2638 }
2802 } 2639 }
2640 }
2803 } 2641 }
2804 } 2642
2805 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2644 if (!lost_a_stat)
2807 { 2645 {
2808 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2648 shstr_tmp god = determine_god (op);
2811 if (god && (strcmp(god, "none"))) 2649
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2650 if (god != shstr_none)
2813 "moment you feel the holy presence of %s protecting" 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2814 " you.", god); 2652 else
2815 else 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2819#endif 2657#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2658
2823 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2660 * exp loss on the stone.
2825 */ 2661 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf(buf,"%s's gravestone",op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf(buf,"%s's gravestones",op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 FREE_AND_COPY(tmp->name_pl, buf); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2832 "who was killed\n"
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2669
2840 /**************************************/ 2670 /**************************************/
2841 /* */ 2671 /* */
2842 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */ 2673 /* */
2846 /**************************************/ 2674 /**************************************/
2847 2675
2848 /* remove any poisoning and confusion the character may be suffering.*/
2849 /* restore player */
2850 at = find_archetype("poisoning");
2851 tmp=present_arch_in_ob(at,op);
2852 if (tmp) {
2853 remove_ob(tmp);
2854 free_object(tmp);
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2856 }
2857
2858 at = find_archetype("confusion");
2859 tmp=present_arch_in_ob(at,op);
2860 if (tmp) {
2861 remove_ob(tmp);
2862 free_object(tmp);
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2864 }
2865 cure_disease(op,0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2677 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2873 2678
2874 /* 2679 /*
2875 * Check to see if the player is in a shop. IF so, then check to see if 2680 * Check to see if the player has any unpaid items. If so, remove them
2876 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
2877 * in the map. 2682 */
2878 */ 2683 op->drop_unpaid_items ();
2879 2684
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2685 /****************************************/
2889 /* */ 2686 /* */
2890 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2892 /* */ 2689 /* */
2893 /****************************************/ 2690 /****************************************/
2894 2691
2895 enter_player_savebed(op); 2692 enter_player_savebed (op);
2896 2693
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2694 op->contr->braced = 0;
2901 save_player(op,1);
2902 2695
2903 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2699 * on the space that might harm the player.
2907 */ 2700 */
2908 will_kill_again=0; 2701 will_kill_again = 0;
2909 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2910 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2912 } 2705
2913 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2914 object *force; 2708 object *force;
2915 int at; 2709 int at;
2916 2710
2917 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1;
2920 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2922 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2719 force->resist[at] = 100;
2925 } 2720
2926 insert_ob_in_ob(force, op); 2721 insert_ob_in_ob (force, op);
2927 fix_player(op); 2722 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 } 2723 }
2986 }
2987 play_again(op);
2988 2724
2989 /* peterm: added to create a corpse at deathsite. */ 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2726}
3003 2727
3004 2728static void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2729loot_object (object *op)
2730{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2731 object *tmp, *next;
3007 2732
3008 if (op->container) { /* close open sack first */ 2733 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2734
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
3013 next=tmp->below; 2737 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2738
3015 remove_ob(tmp); 2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2743 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2744
3018 loot_object(tmp); 2745 if (tmp->type == CONTAINER)
3019 } 2746 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2747
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2749 {
3022 if(tmp->nrof>1) { 2750 if (tmp->nrof > 1)
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2751 {
3024 free_object(tmp2); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2754 }
2755 else
2756 tmp->destroy ();
2757 }
3026 } else 2758 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2760 }
3031} 2761}
3032 2762
3033/* 2763/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3035 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
3036 * was changed. 2766 * was changed.
3037 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
3038 2774
3039void fix_weight(void) { 2775 pl->ob->update_weight ();
3040 player *pl; 2776
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
3043 if(old == sum) 2779 pl->ob->update_stats ();
3044 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3045 fix_player(pl->ob); 2781 }
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3047 pl->ob->name, old, sum);
3048 } 2782 }
3049} 2783}
3050 2784
3051void fix_luck(void) { 2785void
3052 player *pl; 2786fix_luck ()
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3056} 2791}
3057
3058 2792
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3062 */ 2796 */
3063
3064void 2797void
3065cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3066{ 2799{
3067 object *skop, *spob; 2800 object *skop, *spob;
3068 2801
3069 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3070 2803
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 2806 {
3074 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2807 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3075 op->name);
3076 return; 2808 return;
3077 } 2809 }
3078 2810
3079 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3080 2812
3081 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2813 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3082 // not pass NULL to cast_spell (which did indeed check itself, but 2814 // not pass NULL to cast_spell (which did indeed check itself, but
3083 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3084 if (!spob) 2816 if (!spob)
3085 { 2817 {
3086 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2818 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3087 throw_ob->name, op->name);
3088 return; 2819 return;
3089 } 2820 }
3090 2821
3091 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3092 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3093 2824
3094 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3095 2826
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 2828}
3100 2829
2830void
3101void make_visible (object *op) { 2831make_visible (object *op)
3102 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3103 op->invisible = 0; 2834 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110 2835
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 2836 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 2837 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2838 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2839 op->contr->invis_race = 0;
2840 }
2841
2842 update_object (op, UP_OBJ_CHANGE);
2843}
2844
2845int
2846is_true_undead (object *op)
2847{
2848 if (op->arch->flag [FLAG_UNDEAD])
2849 return 1;
2850
3120 return 0; 2851 return 0;
3121} 2852}
3122 2853
3123/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 2856 * indicate greater hideability.
3126 */ 2857 */
3127 2858int
3128int hideability(object *ob) { 2859hideability (object *ob)
2860{
3129 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3130 sint16 x,y; 2862 sint16 x, y;
3131 2863
3132 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3133 2866
3134 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3136 2869
3137 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3138 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3139 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3141 2875
3142 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3143 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2880 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 2886 level += 2;
3148 else /* open terrain! */ 2887 else /* open terrain! */
3149 level -= 1; 2888 level -= 1;
3150 } 2889 }
3151 2890
3152#if 0 2891#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 2893#endif
3155 return level; 2894 return level;
3156} 2895}
3157 2896
3158/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 2901 */
3163 2902void
3164void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3166 object *skop; 2905 int hide = 0;
3167 2906
3168 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3169 2909
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3171 2912
3172 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3173 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3175 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3176 make_visible(op); 2918 make_visible (op);
3177 return; 2919 return;
3178 } else num += 20;
3179 } 2920 }
2921 else
2922 num += 20;
2923
3180 num += op->map->difficulty; 2924 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 2926 num -= hide;
2927
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
3184 make_visible(op); 2930 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2931
3186 "You moved out of hiding! You are visible!"); 2932 if (op->type == PLAYER)
2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 2934 }
3188 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3189 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3190 }
3191} 2937}
3192 2938
3193/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3194 2940
2941int
3195int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3196 object *tmp=NULL; 2944 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 2946 maptile *m;
3199 sint16 x,y; 2947 sint16 x, y;
3200 2948
3201 if(!who) return 0; 2949 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 2950 return 0;
3231}
3232 2951
2952 if (who->type == PLAYER)
2953 player = 1;
2954
2955 else
2956 friendly = who->flag [FLAG_FRIENDLY];
2957
2958 /* search adjacent squares */
2959 for (i = 1; i < 9; i++)
2960 {
2961 x = who->x + DIRX (i);
2962 y = who->y + DIRY (i);
2963 m = who->map;
2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2965 /* space must be blocked if there is a monster. If not
2966 * blocked, don't need to check this space.
2967 */
2968 if (mflags & P_OUT_OF_MAP)
2969 continue;
2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2971 continue;
2972
2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2974 {
2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2976 return 1;
2977 else if (tmp->type == PLAYER)
2978 return 1;
2979 }
2980 }
2981 return 0;
2982}
2983
3233/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3235 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3236 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3242 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3243 * -b.t. 2994 * -b.t.
3244 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3245 */ 2996 */
3246 2997int
3247int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3248 rv_vector rv; 3000 rv_vector rv;
3249 int dx,dy; 3001 int dx, dy;
3250 3002
3251 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3006 return -1;
3278 op = op->more;
3279 } 3007 }
3008
3009 if (!pl || !op)
3280 return 0; 3010 return 0;
3281}
3282 3011
3283/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3284 * there is a possibility for our action distrubing our hiding 3013
3285 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3286 * effected by this. If we arent invisible to begin with, we 3015
3287 * return 0. 3016 /* starting with the 'head' part, lets loop
3017 * through the object and find if it has any
3018 * part that is in the los array but isn't on
3019 * a blocked los square.
3020 * we use the archetype to figure out offsets.
3288 */ 3021 */
3289int action_makes_visible (object *op) { 3022 while (op)
3023 {
3024 dx = rv.distance_x + op->arch->x;
3025 dy = rv.distance_y + op->arch->y;
3290 3026
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3293 return 0;
3294
3295 if (op->contr && op->contr->tmp_invis == 0) return 0;
3296
3297 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3299 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3300 return 1; 3028 return 1;
3301 } 3029
3030 op = op->more;
3302 } 3031 }
3032
3303 return 0; 3033 return 0;
3304} 3034}
3305 3035
3306/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3310 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */ 3043 */
3044int
3314int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3315 object *tmp; 3046{
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3318 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3326 strcmp(tmp->name, "battleground")==0 && 3056 {
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3057 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3329 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 object *invtmp; 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3066 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3067 if (x && y)
3334 if (x != NULL && y != NULL)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3070 return 1;
3071 }
3072
3073 if (x && y)
3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3336 return 1; 3076 return 1;
3337 } 3077 }
3338 } 3078 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3079 }
3344 } 3080
3345 }
3346 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3347 return 0; 3082 return 0;
3348} 3083}
3349 3084
3350/* 3085/*
3354 * attributes: 3089 * attributes:
3355 * object *who the dragon player 3090 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3357 * int level ability level 3092 * int level ability level
3358 */ 3093 */
3094void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3102 int i = 0, j = 0;
3366 3103
3367 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3370 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3372 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3374 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3376 3113
3377 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3378 return; 3115 return;
3379 3116
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3118
3382 3119 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3120 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3122 return;
3386 } 3123 }
3387 3124
3388 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3126 item = tr->item;
3390 3127
3391 if (item->type == SPELL) { 3128 if (item->type == SPELL)
3129 {
3392 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3393 return; 3131 return;
3394 3132
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3133 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3134 do_learn_spell (who, item, 0);
3397 return; 3135 return;
3398 } 3136 }
3399 3137
3400 /* grant direct spell */ 3138 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3139 if (item->type == SPELLBOOK)
3140 {
3402 if (!item->inv) { 3141 if (!item->inv)
3142 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3144 return;
3406 } 3145 }
3407 if (check_spell_known (who, item->inv->name)) 3146 if (check_spell_known (who, item->inv->name))
3408 return; 3147 return;
3409 if (item->invisible) { 3148 if (item->invisible)
3149 {
3410 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3150 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3411 do_learn_spell (who, item->inv, 0); 3151 do_learn_spell (who, item->inv, 0);
3412 return; 3152 return;
3413 } 3153 }
3414 } 3154 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3416 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3157 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3158 {
3417 3159
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * in this way, if the player is missing any of the attacktypes, he gets 3161 * in this way, if the player is missing any of the attacktypes, he gets
3420 * them. As it is now, if the player has any that match the granted skill, 3162 * them. As it is now, if the player has any that match the granted skill,
3421 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3422 */ 3164 */
3423 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3424 /* Give new attacktype */ 3167 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3426 3169
3427 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3429
3430 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3432 3172
3433 /* Give player new face */ 3173 if (item->msg != NULL)
3434 if (item->animation_id) {
3435 who->face = skop->face;
3436 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0;
3439 who->state = 0;
3440 animate_object(who, who->direction);
3441 }
3442 }
3443 }
3444 }
3445 else if (item->type == FORCE) {
3446 /* forces in the treasurelist can alter the player's stats */
3447 object *skin;
3448 /* first get the dragon skin force */
3449 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3450 skin=skin->below);
3451 if (skin == NULL) return;
3452
3453 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456
3457 /* print message */
3458 sprintf(buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3460 if(item->path_attuned & (1<<i)) {
3461 if (j)
3462 strcat(buf," and ");
3463 else
3464 j = 1;
3465 strcat(buf, spellpathnames[i]);
3466 }
3467 }
3468 strcat(buf,".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3470 }
3471
3472 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3479
3480 /* print message if there is one */
3481 if (item->msg != NULL)
3482 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3483 }
3484 else {
3485 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item);
3487 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3488 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp);
3491 }
3492}
3493 3175
3494/** 3176 /* Give player new face */
3495 * Unready an object for a player. This function does nothing if the object was 3177 if (item->animation_id)
3496 * not readied. 3178 {
3497 */ 3179 who->face = skop->face;
3498void player_unready_range_ob(player *pl, object *ob) { 3180 who->animation_id = item->animation_id;
3499 rangetype i; 3181 who->anim_speed = item->anim_speed;
3500 3182 who->last_anim = 0;
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3183 who->state = 0;
3502 if (pl->ranges[i] == ob) { 3184 animate_object (who, who->direction);
3503 pl->ranges[i] = NULL; 3185 }
3504 if (pl->shoottype == i) {
3505 pl->shoottype = range_none;
3506 } 3186 }
3507 } 3187 }
3508 } 3188 }
3189 else if (item->type == FORCE)
3190 {
3191 /* forces in the treasurelist can alter the player's stats */
3192 object *skin;
3193
3194 /* first get the dragon skin force */
3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3196 ;
3197
3198 if (!skin)
3199 return;
3200
3201 /* adding new spellpath attunements */
3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3205
3206 /* print message */
3207 sprintf (buf, "You feel attuned to ");
3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3210 if (item->path_attuned & (1 << i))
3211 {
3212 if (j)
3213 strcat (buf, " and ");
3214 else
3215 j = 1;
3216 strcat (buf, spellpathnames[i]);
3217 }
3218 }
3219
3220 strcat (buf, ".");
3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3222 }
3223
3224 /* evtl. adding flags: */
3225 if (item->flag [FLAG_XRAYS])
3226 skin->set_flag (FLAG_XRAYS);
3227 if (item->flag [FLAG_STEALTH])
3228 skin->set_flag (FLAG_STEALTH);
3229 if (item->flag [FLAG_SEE_IN_DARK])
3230 skin->set_flag (FLAG_SEE_IN_DARK);
3231
3232 /* print message if there is one */
3233 if (item->msg != NULL)
3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3235 }
3236 else
3237 {
3238 /* generate misc. treasure */
3239 tmp = tr->item->instance ();
3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3241 who->insert (tmp);
3242 }
3509} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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