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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.301 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 1.5 2006/08/26 08:44:06 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 (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 121 abil = tmp;
122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
234 124
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{
235 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 212 * we deal with that below this point.
237 */ 213 */
238 p->party=NULL; 214 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 217
244#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 219
246#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)
247 239 {
248 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 ();
249 244 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 245
259 roll_stats(op); 246 ob = observe = viewpoint = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 247}
301 248
302 249player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 250{
306 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
307 op->x = -1; 252 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 253}
341 254
342/* 255/*
343 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
346 */ 259 */
260static archetype *
347archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
348{ 262{
349 archetype *start = at; 263 // archetypes could have been reloaded
350 for (;;) { 264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 265
352 at=first_archetype; 266 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 267 return at;
357 if (at == start) { 268
358 LOG (llevError, "No Player archetypes\n"); 269 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 270
360 } 271 for (;;)
361 } 272 {
362} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
363 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
364 282
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 *
365object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
366 object *op = NULL; 306 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 307 objectlink *ol;
369 unsigned lastdist; 308 unsigned lastdist;
370 rv_vector rv; 309 rv_vector rv;
371 310
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 312 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 314 continue;
399 315
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 316 if (lastdist > rv.distance)
409 op=pl->ob; 317 {
318 op = ol->ob;
410 lastdist=rv.distance; 319 lastdist = rv.distance;
320 }
411 } 321 }
412 } 322
413 } 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
414#if 0 331#if 0
415 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)");
416#endif 333#endif
417 return op; 334 return op;
418} 335}
419 336
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 339 * detour a monster will take from the direction path when looking
423 * for a path to the player. The values are in the amount of direction 340 * for a path to the player. The values are in the amount of direction
424 * the deviation is 341 * the deviation is
425 */ 342 */
426#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
436 * circling behaviour. Unfortunately, this function is also used to determined 353 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 354 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 355 * is probably not a good thing.
439 */ 356 */
440#define MAX_SPACES 50 357#define MAX_SPACES 50
441
442 358
443/* 359/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 361 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 362 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 375 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 376 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 377 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 378 * is blocking itself.
463 */ 379 */
380int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
465 rv_vector rv; 383 rv_vector rv;
466 sint16 x,y; 384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap;
469 385
470 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
471 387
472 if (rv.distance<mindiff) return 0; 388 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 389 return 0;
725}
726 390
727void 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));
728 395
729 op->contr->write_buf[0]='\0'; 396 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 397 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 398 return 0;
732}
733 399
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
734void get_party_password(object *op, partylist *party) { 596get_party_password (object *op, partylist *party)
597{
735 if (party == NULL) { 598 if (party == NULL)
599 {
736 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);
737 return; 601 return;
738 } 602 }
603
739 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
742 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:");
743} 608}
744
745 609
746/* 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. */
747int roll_stat(void) { 611static int
612roll_stat ()
613{
748 int a[4],i,j,k; 614 int a[4], i, j, k;
749 615
750 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
752 618
753 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 620 if (a[i] < k)
755 k=a[i],j=i; 621 k = a[i], j = i;
756 622
757 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 624 if (i != j)
759 k+=a[i]; 625 k += a[i];
760 } 626
761 return k; 627 return k;
762} 628}
763 629
764void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
765 int sum=0; 637 int sum = 0;
766 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
768 640
769 do { 641 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 642 break;
771 op->stats.Dex=roll_stat(); 643 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 644
782 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 647
791 /* a quick and dirty bubblesort? */ 648 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 649 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 650
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 651 stats.exp = 0;
822 op->stats.ac=0; 652 stats.ac = 0;
823 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
824 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
827 663
828 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
829 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
831 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
832 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
833} 696}
834 697
835void Roll_Again(object *op) 698static void
699start_info (object *op)
836{ 700{
837 esrv_new_player(op->contr, 0);
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 701 char buf[MAX_BUF];
845 702
846 if ( op->contr->Swap_First == -1 ) { 703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 704 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 705}
954 706
955/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
959 * not the class. 711 * not the class.
960 */ 712 */
961 713void
962int key_change_class(object *op, char key) 714player::chargen_race_done ()
963{ 715{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 716 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
978 INVOKE_PLAYER (BIRTH, op->contr); 723 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr);
980 724
981 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
982 726
983 if (op->msg) { 727 if (ob->msg)
984 free_string(op->msg); 728 ob->msg = 0;
985 op->msg=NULL;
986 }
987 729
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 730 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
1002 fix_player(op); 734 ob->update_stats ();
1003 735
1004 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1005 * is one for this race 737 * is one for this race
1006 */ 738 */
1007 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
1008 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 741 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 743}
1024 return 0;
1025 }
1026 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{
1027 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1029 */ 769 */
1030 770
1031 tmp_loop = 0; 771 do
1032 while(!tmp_loop) { 772 {
1033 const char *name = add_string (op->name); 773 shstr name = ob->name;
1034 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 775
1036 remove_ob (op); 776 ob->remove_statbonus ();
777 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
780 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 782 ob->name = ob->name_pl = name;
1041 op->name = name; 783 ob->x = x;
1042 free_string(op->name_pl); 784 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 788 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 789 }
790 while (!allowed_class (ob));
791
1055 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 794 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 797 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 798}
1066 799
1067int key_confirm_quit(object *op, char key) 800static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 801flee_player (object *op)
802{
1113 int dir,diff; 803 int dir, diff;
1114 rv_vector rv; 804 rv_vector rv;
1115 805
1116 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1119 return; 810 return;
811 }
812
813 if (!op->enemy)
1120 } 814 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1125 return; 817 return;
1126 } 818 }
1127 819
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 } 821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
1143 get_rangevector(op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1144 828
1145 dir=absdir(4+rv.direction); 829 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 830 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1155 op->enemy=NULL; 840 op->enemy = NULL;
1156} 841}
1157
1158 842
1159/* 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.
1160 * 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
1161 * stop. 845 * stop.
1162 */ 846 */
847int
1163int check_pick(object *op) { 848check_pick (object *op)
849{
1164 object *tmp, *next; 850 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 851 int stop = 0;
1167 int j, k, wvratio; 852 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 853
1170
1171 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1173 return 1; 856 return 1;
1174 857
1175 op_tag = op->count;
1176
1177 next = op->below; 858 next = op->below;
1178 if (next) 859
1179 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 862
1181 /* 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
1182 * destroyed */ 864 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1184 { 866 {
1185 tmp = next; 867 tmp = next;
1186 next = tmp->below; 868 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 869
1190 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 ())
1191 return 0; 877 return 0;
1192 878
1193 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1194 continue; 880 continue;
1195 881
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 883 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1200 continue; 887 continue;
1201 } 888 }
1202 889
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 890 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1240 { 892 {
1241 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 894 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 899
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 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
1280 /* philosophy: 909 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 911 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1284 * 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
1285 * example. 914 * example.
1286 * 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
1287 * 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
1288 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1294 923
1295 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1298 927
1299 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 930 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1304 933
1305 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1306 /* 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
1307 * fighting */ 936 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1309 939
1310 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1312 943
1313 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1314 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;
1315 947
1316 /* all food and drink if desired */ 948 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1321 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1322 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]))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1324 963
1325 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1328 970
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1333 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1336 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1339 992
1340 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1343 { 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 }
1344 1003
1345 /* pick up all magical items */ 1004 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1348 { 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 }
1349 1012
1350 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1351 { 1014 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1354 } 1020 }
1355 1021
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1359 { 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 }
1360 1040
1361 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1365 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1368 1055
1369 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1373 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1376 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1379 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1382 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1385 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1388 1098
1389 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1393 1106
1394 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1108 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1109 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1110 if (tmp->type == WEAPON)
1398 { 1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1112 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1113 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1114 continue;
1402 } 1115 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1116 }
1410 1117
1411 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1415 1125
1416 /* 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
1417 * pickups */ 1127 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1419 { 1129 {
1420 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1133 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1425 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)
1426 { 1136 {
1427 pick_up(op, tmp);
1428#if 0 1137#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1431 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1432 } 1142 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1143 else
1144 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1435 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))));
1436#endif 1147#endif
1437 continue; 1148 CHK_PICK_PICKUP;
1438 } 1149 continue;
1150 }
1151 } /* the new pickup model */
1439 } 1152 }
1440 } /* the new pickup model */ 1153
1441 }
1442 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;
1443} 1190}
1444 1191
1445/* 1192/*
1446 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1195 * found object is returned.
1449 */ 1196 */
1197static object *
1450object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1451{ 1199{
1452 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);
1453 1203
1454 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1207 {
1458 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1209 return arrow;
1210 }
1211
1459 return op; 1212 return 0;
1460 return tmp;
1461} 1213}
1462 1214
1463/* 1215/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1220 */
1469 1221static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1223{
1472 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1474 1226
1475 if (!type) 1227 if (!type)
1476 return NULL; 1228 return NULL;
1477 1229
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1231 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1481 i = 0; 1233 {
1234 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1483 if (i > betterby) { 1237 if (i > betterby)
1484 tmp = ntmp; 1238 {
1485 betterby = i; 1239 tmp = ntmp;
1486 } 1240 betterby = i;
1241 }
1242 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1488 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1247 {
1491 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1249 {
1493 return arrow; 1250 *better = 100;
1494 } else { 1251 return arrow;
1495 tmp = arrow; 1252 }
1253 else
1254 {
1255 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1257 }
1498 } else { 1258 }
1259 else
1260 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1500 attacktype = 1<<attacknum; 1263 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1266 {
1267 tmp = arrow;
1504 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;
1505 } 1269 }
1506 } 1270 }
1271
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1273 {
1274 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1276 }
1277
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1279 {
1280 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1282 }
1283 }
1284 }
1515 } 1285 }
1516 } 1286
1517 }
1518 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1288 return find_arrow (op, type);
1520 1289
1521 *better = betterby; 1290 *better = betterby;
1522 return tmp; 1291 return tmp;
1523} 1292}
1524 1293
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1296 * op = the shooter
1528 * type = bow->race 1297 * type = bow->race
1529 * dir = fire direction 1298 * dir = fire direction
1530 */ 1299 */
1531 1300static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1302{
1534 object *tmp = NULL; 1303 object *tmp = NULL;
1535 mapstruct *m; 1304 maptile *m;
1536 int i, mflags, found, number; 1305 int i, mflags, found, number;
1537 sint16 x, y; 1306 sint16 x, y;
1538 1307
1539 if (op->map == NULL) 1308 if (op->map == NULL)
1540 return find_arrow(op, type); 1309 return find_arrow (op, type);
1541 1310
1542 /* do a dex check */ 1311 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1314 return find_arrow (op, type);
1546 1315
1547 m = op->map; 1316 m = op->map;
1548 x = op->x; 1317 x = op->x;
1549 y = op->y; 1318 y = op->y;
1550 1319
1551 /* find the first target */ 1320 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1553 x += freearr_x[dir]; 1322 {
1554 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1328 {
1558 break; 1329 tmp = 0;
1330 break;
1331 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1562 */ 1336 */
1563 tmp = NULL; 1337 tmp = 0;
1564 break; 1338 break;
1565 } 1339 }
1340
1566 if (mflags & P_IS_ALIVE) { 1341 if (mflags & P_IS_ALIVE)
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1343 if (tmp->flag [FLAG_ALIVE])
1569 found++; 1344 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1345 }
1576 if (tmp == NULL) 1346
1347 if (!tmp)
1577 return find_arrow(op, type); 1348 return find_arrow (op, type);
1578 1349
1579 if (tmp->head) 1350 if (tmp->head)
1580 tmp = tmp->head; 1351 tmp = tmp->head;
1581 1352
1582 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1583} 1354}
1584 1355
1585/* 1356/*
1586 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1588 * op is the object firing the bow. 1359 * op is the object firing the bow.
1589 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1590 * dir is the direction of fire. 1361 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1364 * player fire modes.
1594 */ 1365 */
1366int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1368{
1598 object *left, *bow; 1369 object *left, *bow;
1599 tag_t left_tag, tag; 1370 int mflags;
1600 int bowspeed, mflags; 1371 maptile *m;
1601 mapstruct *m;
1602 1372
1603 if (!dir) { 1373 if (!dir)
1374 {
1604 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!");
1605 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1606 } 1382 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1386 */
1614 if(bow->type==BOW) 1387 if (bow->type == BOW)
1615 break; 1388 break;
1616 1389
1617 if (!bow) { 1390 if (!bow)
1391 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1393 return 0;
1620 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1621 } 1398 }
1399
1622 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1623 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);
1624 return 0; 1403 return 0;
1625 } 1404 }
1626 1405
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1406 if (arrow == NULL)
1407 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1637 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1413 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1643 return 0; 1416 return 0;
1644 } 1417 }
1645 } 1418 }
1419
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1422 return 0;
1649 } 1423
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1651 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.");
1652 return 0; 1427 return 0;
1653 } 1428 }
1654 1429
1655 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1435 return 0;
1436 }
1661 1437
1662 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1439 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1665 if (arrow == NULL) { 1441 {
1666 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);
1667 bow->race); 1443 return 0;
1668 return 0;
1669 } 1444 }
1670 set_owner(arrow, op); 1445
1671 if (arrow->skill) free_string(arrow->skill); 1446 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1447 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1448 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1449
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1454
1690 /* Note that this was different for monsters - they got their level 1455#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1692 */
1693 1457 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1472 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) +
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1473
1704 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 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 ));
1708 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1709 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1720 arrow->level = op->level; 1494 arrow->level = op->level;
1721 } 1495 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1496
1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1723 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1501 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1502
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1730 1510
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1513
1735 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1515 move_arrow (arrow);
1737 1516
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1517 return 1;
1745} 1518}
1746 1519
1747/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1521 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1525 * hence the function name.
1753 */ 1526 */
1527static int
1754int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1755{ 1529{
1756 int ret=0, wcmod=0; 1530 int ret;
1757 1531
1758 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1533 {
1760 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);
1761 dir, 0, op->x, op->y); 1535 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1540 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1768 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);
1769 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)));
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1772 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);
1773 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);
1774 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);
1775 1552 }
1776 } else { 1553 else
1554 {
1777 /* Simple case */ 1555 /* Simple case */
1778 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);
1779 } 1557 }
1558
1780 return ret; 1559 return ret;
1781} 1560}
1782
1783 1561
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1786 */ 1564 */
1565static void
1787void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1788{ 1567{
1789 object *item; 1568 object *item = op->contr->ranged_ob;
1790 1569
1791 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1792 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.");
1793 return; 1573 return;
1794 } 1574 }
1795 1575
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1576 if (!item->inv)
1577 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1579 return;
1800 } 1580 }
1801 if (item->type == WAND) { 1581
1802 if(item->stats.food<=0) { 1582 if (!op->apply (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1583 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1634 drain_rod_charge (item);
1837 }
1838 } 1635 }
1839} 1636}
1840 1637
1841/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1842 */ 1639 */
1640bool
1843void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1844 int spellcost=0; 1643 int spellcost = 0;
1845 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
1846 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1848 1669
1849 switch(op->contr->shoottype) { 1670 switch (ob->type)
1850 case range_none: 1671 {
1851 return; 1672 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1855 return; 1674 break;
1856 1675
1857 case range_magic: /* Casting spells */ 1676 case SPELL:
1858 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);
1859 return; 1678 break;
1860 1679
1861 case range_misc: 1680 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 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)
1886 return; 1736 return 0;
1887 default: 1737 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1738
1889 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)
1890 } 1743 {
1891} 1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1746 return 0;
1892 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 }
1893 1770
1771 return tmp;
1772}
1894 1773
1895/* find_key 1774/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1899 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1900 * pl is the player, 1779 * pl is the player,
1901 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1904 */ 1783 */
1905 1784object *
1906object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1907{ 1786{
1908 object *tmp,*key; 1787 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1788 {
1922 /* No key found - lets search inventories now */ 1789 // for match expressions, we try to find the key by applying the match
1923 /* If we find and use a key in an inventory, return at that time. 1790 // to the op itself, which is supposed to find the "key", instead
1924 * otherwise, if we search all the inventories and still don't find 1791 // of searching through containers ourselves.
1925 * a key, return 1792
1926 */ 1793 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1794 }
1933 } 1795 else
1934 if (!tmp) return NULL; 1796 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1797}
1968 1798
1969/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1972 * 0 otherwise 1802 * 0 otherwise
1973 */ 1803 */
1804static int
1974static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1975{ 1806{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1980 */ 1810 */
1981 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1982 1812
1983 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1984 if (key) { 1814 if (key)
1815 {
1985 object *container=key->env; 1816 object *container = key->env;
1986 1817
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1818 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1819 make_visible (op);
1820
1989 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
1990 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1995 "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);
1996 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1830 }
1831
1998 /* Do this after we print the message */ 1832 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1834
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
2004 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
2005 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1841 return 1;
2008 } 1842 }
1843
2009 return 0; 1844 return 0;
2010} 1845}
2011 1846
2012/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2017 */ 1852 */
2018 1853bool
2019void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2020{ 1855{
2021 object *tmp, *mon, *tpl; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1857 {
2023 int on_battleground; 1858 --op->speed_left;
2024 mapstruct *m; 1859 return true;
1860 }
2025 1861
2026 if (op->contr->transport) tpl = op->contr->transport; 1862 sint16 nx = DIRX (dir) + op->x;
2027 else tpl = op; 1863 sint16 ny = DIRY (dir) + op->y;
2028 nx=freearr_x[dir]+tpl->x;
2029 ny=freearr_y[dir]+tpl->y;
2030 1864
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2032 1867
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2037 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2038 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2039 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2040 * move_ob uses. 1875 * move_ob uses.
2041 */ 1876 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 1878
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 1882 * on the space
2059 */ 1883 */
2060 while (tmp!=NULL) { 1884 object *mon;
2061 if (tmp == op) { 1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1886 {
2063 continue; 1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2064 } 1892 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1893
2066 mon = tmp; 1894 /* no monster == player tries to move into a wall or so */
2067 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;
2068 } 1919 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076 1920
2077 if(mon->head != NULL)
2078 mon = mon->head; 1921 mon = mon->head_ ();
2079 1922
2080 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)
2081 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 }
2082 1930
2083 /* The following deals with possibly attacking peaceful 1931 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1932 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1933 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1934 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1935 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1936 * and thus will not push them.
2089 */ 1937 */
2090 1938
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 1940 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1941 * player owns it and it is either friendly or unagressive.
2094 */ 1942 */
2095 if ((op->type==PLAYER) 1943 if (op->type == PLAYER
2096#if COZY_SERVER 1944 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1946 || mon->owner == op)
2102 ) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2103#else 1948 {
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2107 {
2108 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 1950 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1951 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 1974 * attack them either.
2120 */ 1975 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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])
2123 ( 1978 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
2130 )) { 1987 {
2131 if (!op->contr->braced) { 1988 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1989 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1990 }
2134 } else { 1991 else
2135 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 }
2136 } 1999 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2002 */
2143 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
2144 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2146 } 2011 make_visible (op);
2147 2012
2013 return true;
2014 }
2015 }
2148 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2021 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2028
2159 /* If the player hasn't hit something this tick, and does 2029 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2030
2167 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 }
2168 } 2036 }
2169 2037
2170 skill_attack(mon, op, 0, NULL, NULL); 2038 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2039}
2188 2040
2041bool
2189int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2190 int pick; 2043{
2191 object *transport = op->contr->transport; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2192
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 return 0; 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;
2255} 2091}
2256 2092
2257/* 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
2258 * new client/server stuff. 2094 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2096 * the new speed values for commands.
2261 * 2097 *
2262 * 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.
2263 */ 2101 */
2102bool
2264int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2265{ 2104{
2266 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2267 op->invisible = 1000; 2106 {
2268 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
2269 * depending on the value of invisible, so we need to 2108 {
2270 * alternate it here for it to work correctly. 2109 --op->speed_left;
2271 */ 2110 flee_player (op);
2272 if (pticks & 2) op->invisible--; 2111
2112 return true;
2113 }
2114 else
2115 return false;
2273 } 2116 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281 2117
2282 if (QUERY_FLAG(op, FLAG_SCARED)) {
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 }
2290
2291 /* I've been seeing crashes where the golem has been destroyed, but
2292 * the player object still points to the defunct golem. The code that
2293 * destroys the golem looks correct, and it doesn't always happen, so
2294 * put this in a a workaround to clean up the golem pointer.
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 }
2302
2303 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2120 * called, so we recheck it here.
2306 */ 2121 */
2307 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2123 return true;
2309 2124
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2126 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2127
2320 else return 0; 2128 return false;
2321 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2322 return 0; 2135 return 0;
2323}
2324 2136
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2140 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2142
2337 if (op->contr) 2143 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count); 2144 op->clr_flag (FLAG_LIFESAVE);
2339 remove_ob(tmp); 2145
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0) 2146 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2148
2344 if(op->stats.food<0) 2149 if (op->stats.food < 0)
2345 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2346 fix_player(op); 2151
2152 op->update_stats ();
2347 return 1; 2153 return 1;
2348 } 2154 }
2155
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2159 return 0;
2353} 2160}
2354 2161
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2165 * from.
2359 */ 2166 */
2167static void
2360void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2361{ 2169{
2362 object *next;
2363
2364 while (op) { 2170 while (op)
2365 next=op->below; /* Make sure we have a good value, in case
2366 * we remove object 'op'
2367 */
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2369 remove_ob(op);
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 } 2171 {
2379} 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2380 2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2381 2178
2382/* 2179 op = next;
2383 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory.
2388 */
2389char *gravestone_text (object *op)
2390{
2391 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF];
2393 time_t now = time (NULL);
2394
2395 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398 else
2399 sprintf (buf, "%s\n", op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 sprintf (buf, "who was in level %d when killed\n", op->level);
2404 else
2405 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER) {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 } 2180 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 return buf2;
2417} 2181}
2418 2182
2183void
2184object::drop_unpaid_items ()
2185{
2186 if (!flag [FLAG_REMOVED])
2187 ::drop_unpaid_items (inv, this);
2188}
2419 2189
2420 2190void
2421void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2422 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace;
2425 int i;
2426 int rate_hp = 1200; 2195 int rate_hp = 1200;
2427 int rate_sp = 2500; 2196 int rate_sp = 2500;
2428 int rate_grace = 2000; 2197 int rate_grace = 2000;
2429 const int max_hp = 1; 2198 const int max_hp = 1;
2430 const int max_sp = 1; 2199 const int max_sp = 1;
2431 const int max_grace = 1; 2200 const int max_grace = 1;
2432 2201
2433 if (op->contr->outputs_sync) { 2202#if 0
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2435 if (op->contr->outputs[i].buf!=NULL &&
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]);
2438 }
2439
2440 if(op->contr->state==ST_PLAYING) {
2441
2442 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 } 2204 {
2456 if(op->contr->gen_grace >= 0) 2205 op->invisible = 1000;
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2206 /* the socket code flashes the player visible/invisible
2458 else { 2207 * depending on the value of invisible, so we need to
2459 gen_grace = op->stats.maxgrace; 2208 * alternate it here for it to work correctly.
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 } 2209 */
2478 if (max_sp>1) { 2210 if (server_tick & 2)
2479 over_sp = (gen_sp+10)/rate_sp; 2211 op->invisible--;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 } 2212 }
2511 } else { 2213 else
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 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 }
2555 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. */
2556 if(op->contr->gen_hp > 0) 2228 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2230 else
2559 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
2560 /* dms do not consume food */ 2373 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2374 if (!op->flag [FLAG_WIZ])
2562 } 2375 op->stats.food--;
2563 } 2376 }
2564 2377
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2379 {
2380 object *flesh = 0;
2567 2381
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2382 for_inv_removable (op, tmp)
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2388 {
2572 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
2573 if(op->stats.food>=0||op->stats.hp<0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2394 break;
2575 } 2395 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2397 flesh = tmp;
2578 } /* end of for loop */ 2398 }
2399
2579 /* 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
2580 * eat flesh instead. 2401 * eat flesh instead.
2581 */ 2402 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2404 {
2584 manual_apply(op,flesh,0); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2585 } 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 } /* end if player is starving */ 2407 op->apply (flesh);
2408 }
2587 2409
2588 while(op->stats.food<0&&op->stats.hp>0) 2410 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2411 if (op->stats.food < 0)
2590 2412 op->failmsg ("You are starving! "
2591 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.>");
2592 kill_player(op);
2593}
2594
2595 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}
2596 2433
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2437 * file.
2601 */ 2438 */
2439void
2602void kill_player(object *op) 2440kill_player (object *op)
2603{ 2441{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2442 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2444 int will_kill_again;
2613 archetype *at; 2445 archetype *at;
2614 object *tmp; 2446 object *tmp;
2615 2447
2616 if(save_life(op)) 2448 if (save_life (op))
2617 return; 2449 return;
2618 2450
2451 dynbuf_text deathtab;
2619 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
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2490 */
2624 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2626 "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op);
2633 if (tmp) {
2634 remove_ob(tmp);
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 }
2638 2494
2639 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op);
2641 if (tmp) {
2642 remove_ob(tmp);
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 }
2646
2647 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999;
2650
2651 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2497
2654 { 2498 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2500 tmp->msg = format (
2657 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",
2658 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2660 op->contr->killer); 2504 op->contr->killer_name ()
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2668 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2512 op->contr->braced = 0;
2671 return;
2672 }
2673 2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2515 return;
2516 }
2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2674 INVOKE_PLAYER (DEATH, op->contr); 2521 INVOKE_PLAYER (DEATH, op->contr);
2675 2522
2676 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2677 2524
2678 if(op->stats.food<0) { 2525 op->contr->play_sound (sound_find ("player_dies"));
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2526
2699 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2701 2531
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2535 */
2708 2536
2709 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2539 * of death.
2712 */ 2540 */
2713#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2715 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2546 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2549 little bit harder. */
2721 /* GD */ 2550 /* GD */
2722 if (settings.stat_loss_on_death) 2551 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2552 num_stats_lose = 1;
2724 else 2553 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2555 }
2556 else
2727 num_stats_lose = 1; 2557 num_stats_lose = 1;
2728 } 2558
2729 lost_a_stat = 0; 2559 lost_a_stat = 0;
2730 2560
2731 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2733 2564
2734 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2735 /* 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
2736 * what he lost. 2568 * what he lost.
2737 */ 2569 */
2738 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2575 lost_a_stat = 1;
2744 } else { 2576 }
2577 else
2578 {
2745 /* deplete a stat */ 2579 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2748 2585 {
2749 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2588 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2629 * difference.
2789 */ 2630 */
2790 if (this_stat>=-50) { 2631 if (this_stat >= -50)
2632 {
2791 change_attr_value(&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2636 op->update_stats ();
2795 lost_a_stat = 1; 2637 lost_a_stat = 1;
2796 } 2638 }
2797 } 2639 }
2640 }
2798 } 2641 }
2799 } 2642
2800 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2644 if (!lost_a_stat)
2802 { 2645 {
2803 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2648 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2649
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2650 if (god != shstr_none)
2808 "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";
2809 " you.", god); 2652 else
2810 else 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2657#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2658
2818 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2660 * exp loss on the stone.
2820 */ 2661 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 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",
2825 FREE_AND_COPY(tmp->name_pl, buf); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n"
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2669
2835 /**************************************/ 2670 /**************************************/
2836 /* */ 2671 /* */
2837 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2673 /* */
2841 /**************************************/ 2674 /**************************************/
2842 2675
2843 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */
2845 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op);
2847 if (tmp) {
2848 remove_ob(tmp);
2849 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 }
2852
2853 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op);
2855 if (tmp) {
2856 remove_ob(tmp);
2857 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 }
2860 cure_disease(op,0); /* remove any disease */
2861
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2677 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2678
2869 /* 2679 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
2872 * in the map. 2682 */
2873 */ 2683 op->drop_unpaid_items ();
2874 2684
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2685 /****************************************/
2884 /* */ 2686 /* */
2885 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2887 /* */ 2689 /* */
2888 /****************************************/ 2690 /****************************************/
2889 2691
2890 enter_player_savebed(op); 2692 enter_player_savebed (op);
2891 2693
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2694 op->contr->braced = 0;
2896 save_player(op,1);
2897 2695
2898 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2699 * on the space that might harm the player.
2902 */ 2700 */
2903 will_kill_again=0; 2701 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2907 } 2705
2908 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2909 object *force; 2708 object *force;
2910 int at; 2709 int at;
2911 2710
2912 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1;
2915 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2917 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2719 force->resist[at] = 100;
2920 } 2720
2921 insert_ob_in_ob(force, op); 2721 insert_ob_in_ob (force, op);
2922 fix_player(op); 2722 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 } 2723 }
2981 }
2982 play_again(op);
2983 2724
2984 /* peterm: added to create a corpse at deathsite. */ 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2726}
2998 2727
2999 2728static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2729loot_object (object *op)
2730{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2731 object *tmp, *next;
3002 2732
3003 if (op->container) { /* close open sack first */ 2733 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2734
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
3008 next=tmp->below; 2737 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2738
3010 remove_ob(tmp); 2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2743 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2744
3013 loot_object(tmp); 2745 if (tmp->type == CONTAINER)
3014 } 2746 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2747
3016 || 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 {
3017 if(tmp->nrof>1) { 2750 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2751 {
3019 free_object(tmp2); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 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 }
3021 } else 2758 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2760 }
3026} 2761}
3027 2762
3028/* 2763/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2766 * was changed.
3032 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
3033 2774
3034void fix_weight(void) { 2775 pl->ob->update_weight ();
3035 player *pl; 2776
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
3038 if(old == sum) 2779 pl->ob->update_stats ();
3039 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2781 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2782 }
3044} 2783}
3045 2784
3046void fix_luck(void) { 2785void
3047 player *pl; 2786fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3051} 2791}
3052
3053 2792
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3057 */ 2796 */
3058
3059void 2797void
3060cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3061{ 2799{
3062 object *skop, *spob; 2800 object *skop, *spob;
3063 2801
3064 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3065 2803
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2806 {
3069 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);
3070 op->name);
3071 return; 2808 return;
3072 } 2809 }
3073 2810
3074 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3075 2812
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2816 if (!spob)
3080 { 2817 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 2819 return;
3084 } 2820 }
3085 2821
3086 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3087 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);
3088 2824
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2826
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2828}
3095 2829
2830void
3096void make_visible (object *op) { 2831make_visible (object *op)
3097 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2834 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 2835
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 2836 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2837 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2838 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 2851 return 0;
3116} 2852}
3117 2853
3118/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2856 * indicate greater hideability.
3121 */ 2857 */
3122 2858int
3123int hideability(object *ob) { 2859hideability (object *ob)
2860{
3124 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3125 sint16 x,y; 2862 sint16 x, y;
3126 2863
3127 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3128 2866
3129 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3131 2869
3132 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3136 2875
3137 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3138 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2886 level += 2;
3143 else /* open terrain! */ 2887 else /* open terrain! */
3144 level -= 1; 2888 level -= 1;
3145 } 2889 }
3146 2890
3147#if 0 2891#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2893#endif
3150 return level; 2894 return level;
3151} 2895}
3152 2896
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2901 */
3158 2902void
3159void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3161 object *skop; 2905 int hide = 0;
3162 2906
3163 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3164 2909
3165 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);
3166 2912
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3170 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!");
3171 make_visible(op); 2918 make_visible (op);
3172 return; 2919 return;
3173 } else num += 20;
3174 } 2920 }
2921 else
2922 num += 20;
2923
3175 num += op->map->difficulty; 2924 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2926 num -= hide;
2927
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
3179 make_visible(op); 2930 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2931
3181 "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!");
3182 } 2934 }
3183 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 2937}
3187 2938
3188/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3189 2940
2941int
3190int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3191 object *tmp=NULL; 2944 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2946 maptile *m;
3194 sint16 x,y; 2947 sint16 x, y;
3195 2948
3196 if(!who) return 0; 2949 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 2950 return 0;
3226}
3227 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
3228/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3230 * 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
3231 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3237 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3238 * -b.t. 2994 * -b.t.
3239 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3240 */ 2996 */
3241 2997int
3242int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3243 rv_vector rv; 3000 rv_vector rv;
3244 int dx,dy; 3001 int dx, dy;
3245 3002
3246 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3006 return -1;
3273 op = op->more;
3274 } 3007 }
3008
3009 if (!pl || !op)
3275 return 0; 3010 return 0;
3276}
3277 3011
3278/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 3013
3280 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 3015
3282 * 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.
3283 */ 3021 */
3284int 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;
3285 3026
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291
3292 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295 return 1; 3028 return 1;
3296 } 3029
3030 op = op->more;
3297 } 3031 }
3032
3298 return 0; 3033 return 0;
3299} 3034}
3300 3035
3301/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3305 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3306 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3307 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3308 */ 3043 */
3044int
3309int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3046{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3321 strcmp(tmp->name, "battleground")==0 && 3056 {
3322 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 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3324 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))
3325 object *invtmp; 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3066 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3067 if (x && y)
3329 if (x != NULL && y != NULL)
3330 *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
3331 return 1; 3076 return 1;
3332 } 3077 }
3333 } 3078 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3079 }
3339 } 3080
3340 }
3341 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3342 return 0; 3082 return 0;
3343} 3083}
3344 3084
3345/* 3085/*
3349 * attributes: 3089 * attributes:
3350 * object *who the dragon player 3090 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3352 * int level ability level 3092 * int level ability level
3353 */ 3093 */
3094void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3102 int i = 0, j = 0;
3361 3103
3362 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3113
3372 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3373 return; 3115 return;
3374 3116
3375 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++);
3376 tr = tr->next, i++); 3118
3377 3119 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3120 {
3379 /* 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]); */
3380 return; 3122 return;
3381 } 3123 }
3382 3124
3383 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3126 item = tr->item;
3385 3127
3386 if (item->type == SPELL) { 3128 if (item->type == SPELL)
3129 {
3387 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3388 return; 3131 return;
3389 3132
3390 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);
3391 do_learn_spell (who, item, 0); 3134 do_learn_spell (who, item, 0);
3392 return; 3135 return;
3393 } 3136 }
3394 3137
3395 /* grant direct spell */ 3138 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3139 if (item->type == SPELLBOOK)
3140 {
3397 if (!item->inv) { 3141 if (!item->inv)
3142 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3144 return;
3401 } 3145 }
3402 if (check_spell_known (who, item->inv->name)) 3146 if (check_spell_known (who, item->inv->name))
3403 return; 3147 return;
3404 if (item->invisible) { 3148 if (item->invisible)
3149 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3151 do_learn_spell (who, item->inv, 0);
3407 return; 3152 return;
3408 } 3153 }
3409 } 3154 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3411 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 {
3412 3159
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * in this way, if the player is missing any of the attacktypes, he gets 3161 * in this way, if the player is missing any of the attacktypes, he gets
3415 * them. As it is now, if the player has any that match the granted skill, 3162 * them. As it is now, if the player has any that match the granted skill,
3416 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3417 */ 3164 */
3418 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3419 /* Give new attacktype */ 3167 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3421 3169
3422 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3424
3425 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3172
3428 /* Give player new face */ 3173 if (item->msg != NULL)
3429 if (item->animation_id) {
3430 who->face = skop->face;
3431 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0;
3434 who->state = 0;
3435 animate_object(who, who->direction);
3436 }
3437 }
3438 }
3439 }
3440 else if (item->type == FORCE) {
3441 /* forces in the treasurelist can alter the player's stats */
3442 object *skin;
3443 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3445 skin=skin->below);
3446 if (skin == NULL) return;
3447
3448 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451
3452 /* print message */
3453 sprintf(buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455 if(item->path_attuned & (1<<i)) {
3456 if (j)
3457 strcat(buf," and ");
3458 else
3459 j = 1;
3460 strcat(buf, spellpathnames[i]);
3461 }
3462 }
3463 strcat(buf,".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465 }
3466
3467 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474
3475 /* print message if there is one */
3476 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3478 }
3479 else {
3480 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item);
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3483 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp);
3486 }
3487}
3488 3175
3489/** 3176 /* Give player new face */
3490 * Unready an object for a player. This function does nothing if the object was 3177 if (item->animation_id)
3491 * not readied. 3178 {
3492 */ 3179 who->face = skop->face;
3493void player_unready_range_ob(player *pl, object *ob) { 3180 who->animation_id = item->animation_id;
3494 rangetype i; 3181 who->anim_speed = item->anim_speed;
3495 3182 who->last_anim = 0;
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3183 who->state = 0;
3497 if (pl->ranges[i] == ob) { 3184 animate_object (who, who->direction);
3498 pl->ranges[i] = NULL; 3185 }
3499 if (pl->shoottype == i) {
3500 pl->shoottype = range_none;
3501 } 3186 }
3502 } 3187 }
3503 } 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 }
3504} 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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