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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.244 by root, Sun Nov 8 20:55:40 2009 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 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
115 } 118 {
116 rules[0]='\0'; 119 object *tmp, *abil = 0, *skin = 0;
117 size=0; 120
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 122 if (tmp->type == FORCE)
120 continue; 123 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
122 { 197 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 198 case SKILL:
124 break; 199 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 200 break;
167 } 201
168 strncat(news+size,buf,HUGE_BUF-size); 202 case WAND:
169 size+=strlen(buf); 203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
170 } 212 }
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}
180 213
181int playername_ok(const char *cp) { 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 215 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 216}
190 217
191/* This no longer sets the player map. Also, it now updates 218void
192 * all the pointers so the caller doesn't need to do that. 219player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 220{
194 */ 221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
195 224
196/* Redo this to do both get_player_ob and get_player. 225void
197 * Hopefully this will be less bugfree and simpler. 226player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 227{
199 * we create a new one. Otherwise, we recycle 228 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 229 do_los = 1;
201 */ 230}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 231
206 if (!p) { 232//+GPL
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 233
211 /* This adds the player in the linked list. There is extra 234player::player ()
212 * complexity here because we want to add the new player at the 235{
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 236 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 237 * we deal with that below this point.
236 */ 238 */
237 p->party=NULL; 239 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 240 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 242
243#ifdef AUTOSAVE 243 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 244
245#endif 245 gen_sp_armour = 10;
246 bowtype = bow_normal;
247 petmode = pet_normal;
248 usekeys = containers;
249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
246 264 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 265 ob->destroy_inv (false);
266 ob->destroy ();
248 267 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 268
258 roll_stats(op); 269 ob = observe = viewpoint = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 270}
300 271
301 272player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 273{
305 strcpy(op->contr->maplevel, first_map_path); 274 /* Clear item stack */
306 op->x = -1; 275 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 276}
340 277
341/* 278/*
342 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
345 */ 282 */
283static archetype *
346archetype *get_player_archetype(archetype* at) 284get_player_archetype (archetype *at)
347{ 285{
348 archetype *start = at; 286 // archetypes could have been reloaded
349 for (;;) { 287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 288
351 at=first_archetype; 289 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 290 return at;
356 if (at == start) { 291
357 LOG (llevError, "No Player archetypes\n"); 292 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 293
359 } 294 for (;;)
360 } 295 {
361} 296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
362 300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
304}
363 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
325
326object *
364object *get_nearest_player(object *mon) { 327get_nearest_player (object *mon)
328{
365 object *op = NULL; 329 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 330 objectlink *ol;
368 unsigned lastdist; 331 unsigned lastdist;
369 rv_vector rv; 332 rv_vector rv;
370 333
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 335 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 337 continue;
398 338
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 339 if (lastdist > rv.distance)
408 op=pl->ob; 340 {
341 op = ol->ob;
409 lastdist=rv.distance; 342 lastdist = rv.distance;
343 }
410 } 344 }
411 } 345
412 } 346 for_all_players (pl)
347 if (can_detect_enemy (mon, pl->ob, &rv))
348 if (lastdist > rv.distance)
349 {
350 op = pl->ob;
351 lastdist = rv.distance;
352 }
353
413#if 0 354#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 356#endif
416 return op; 357 return op;
417} 358}
418 359
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 360/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 361 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 362 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 378 * is probably not a good thing.
438 */ 379 */
439#define MAX_SPACES 50 380#define MAX_SPACES 50
440
441 381
442/* 382/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 398 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 399 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 400 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 401 * is blocking itself.
462 */ 402 */
403int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 404path_to_player (object *mon, object *pl, unsigned mindiff)
405{
464 rv_vector rv; 406 rv_vector rv;
465 sint16 x,y; 407 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 409 maptile *m, *lastmap;
468 410
469 get_rangevector(mon, pl, &rv, 0); 411 get_rangevector (mon, pl, &rv, 0);
470 412
471 if (rv.distance<mindiff) return 0; 413 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 414 return 0;
724}
725 415
726void confirm_password(object *op) { 416 x = mon->x;
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction;
420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 422
728 op->contr->write_buf[0]='\0'; 423 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 424 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 425 return 0;
731}
732 426
427 while (diff > 1 && max > 0)
428 {
429 lastx = x;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434
435 mflags = get_map_flags (m, &m, x, y, &x, &y);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437
438 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
440 && (m == mon->map && blocked_link (mon, m, x, y))))
441 {
442 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before.
444 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
446 if (rv.direction != dir)
447 {
448 /* OK - says direction should be different - lets reset the
449 * the values so it will try again.
450 */
451 x = lastx;
452 y = lasty;
453 m = lastmap;
454 dir = firstdir = rv.direction;
455 }
456 else
457 {
458 /* direct path is blocked - try taking a side step to
459 * either the left or right.
460 * Note increase the values in the loop below to be
461 * more than -1/1 respectively will mean the monster takes
462 * bigger detour. Have to be careful about these values getting
463 * too big (3 or maybe 4 or higher) as the monster may just try
464 * stepping back and forth
465 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 {
468 if (i == 0)
469 continue; /* already did this, so skip it */
470 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in
472 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance,
475 * gets blocked, finds that it should move north,
476 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully
479 * moved.
480 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap;
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
490 continue;
491 if (mflags & P_BLOCKSVIEW)
492 continue;
493
494 if (m == mon->map && blocked_link (mon, m, x, y))
495 break;
496 }
497 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path.
499 */
500 if (i == (DETOUR_AMOUNT + 1))
501 return 0;
502 diff--;
503 lastdir = dir;
504 max--;
505 if (!firstdir)
506 firstdir = dir + i;
507 } /* else check alternate directions */
508 } /* if blocked */
509 else
510 {
511 /* we moved towards creature, so diff is less */
512 diff--;
513 max--;
514 lastdir = dir;
515 if (!firstdir)
516 firstdir = dir;
517 }
518
519 if (diff <= 1)
520 {
521 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance.
523 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 }
527
528 if (diff > max)
529 return 0;
530 }
531
532 /* If we reached the max, didn't find a direction in time */
533 if (!max)
534 return 0;
535
536 return firstdir;
537}
538
539void
540give_initial_items (object *pl, treasurelist *items)
541{
542 if (pl->randomitems)
543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
544
545 for (object *next, *op = pl->inv; op; op = next)
546 {
547 next = op->below;
548
549 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way
551 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
553 SET_FLAG (op, FLAG_APPLIED);
554
555 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions
557 */
558 if (pl->type == PLAYER)
559 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
562 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
567 {
568 op->destroy ();
569 continue;
570 }
571 }
572
573 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex
576 */
577 if (op->type == SKILL)
578 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break;
586 }
587
588 if (op->nrof > 1)
589 op->nrof = 1;
590 }
591
592 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
594
595 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be
597 * merged properly.
598 */
599 if (need_identify (op))
600 {
601 SET_FLAG (op, FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED);
604 }
605
606 if (op->type == SPELL)
607 {
608 op->destroy ();
609 continue;
610 }
611 else if (op->type == SKILL)
612 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0;
615 op->level = 1;
616 }
617 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */
620
621 /* Need to set up the skill pointers */
622 pl->contr->link_skills ();
623}
624
625void
733void get_party_password(object *op, partylist *party) { 626get_party_password (object *op, partylist *party)
627{
734 if (party == NULL) { 628 if (party == NULL)
629 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 631 return;
737 } 632 }
633
738 op->contr->write_buf[0]='\0'; 634 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 638}
743
744 639
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int
746int roll_stat(void) { 642roll_stat (void)
643{
747 int a[4],i,j,k; 644 int a[4], i, j, k;
748 645
749 for(i=0;i<4;i++) 646 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 647 a[i] = (int) rndm (6) + 1;
751 648
752 for(i=0,j=0,k=7;i<4;i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 650 if (a[i] < k)
754 k=a[i],j=i; 651 k = a[i], j = i;
755 652
756 for(i=0,k=0;i<4;i++) { 653 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 654 if (i != j)
758 k+=a[i]; 655 k += a[i];
759 } 656
760 return k; 657 return k;
761} 658}
762 659
763void roll_stats(object *op) { 660void
661object::roll_stats ()
662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
764 int sum=0; 667 int sum = 0;
765 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
767 670
768 do { 671 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 672 break;
770 op->stats.Dex=roll_stat(); 673 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 674
781 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 677
790 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 680
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 681 stats.exp = 0;
821 op->stats.ac=0; 682 stats.ac = 0;
822 683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
823 op->contr->levhp[1] = 9; 690 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
826 693
827 fix_player(op); 694 contr->orig_stats = stats;
695 }
696}
697
698void
699object::swap_stats (int a, int b)
700{
701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
702
703 for (int i = 0; i < NUM_STATS; ++i)
704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
828 op->stats.hp = op->stats.maxhp; 714 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 715 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
831 op->contr->orig_stats=op->stats; 724 contr->orig_stats = stats;
725 }
832} 726}
833 727
834void Roll_Again(object *op) 728static void
729start_info (object *op)
835{ 730{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
844 732
845 if ( op->contr->Swap_First == -1 ) { 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 735}
953 736
954/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
958 * not the class. 741 * not the class.
959 */ 742 */
960 743void
961int key_change_class(object *op, char key) 744player::chargen_race_done ()
962{ 745{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 747 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 748
749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
752
977 INVOKE_PLAYER (BIRTH, op->contr); 753 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 754 INVOKE_PLAYER (LOGIN, ob->contr);
979 755
980 op->contr->state=ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
981 757
982 if (op->msg) { 758 if (ob->msg)
983 free_string(op->msg); 759 ob->msg = 0;
984 op->msg=NULL;
985 }
986 760
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 761 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 763 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 764 esrv_send_inventory (ob, ob);
1001 fix_player(op); 765 ob->update_stats ();
1002 766
1003 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1004 * is one for this race 768 * is one for this race
1005 */ 769 */
1006 if(*first_map_ext_path) { 770 if (*first_map_ext_path)
1007 object *tmp; 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 772 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 774}
1023 return 0;
1024 }
1025 775
776void
777player::chargen_race_next ()
778{
1026 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1028 */ 781 */
1029 782
1030 tmp_loop = 0; 783 do
1031 while(!tmp_loop) { 784 {
1032 const char *name = add_string (op->name); 785 shstr name = ob->name;
1033 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 787
1035 remove_ob (op); 788 ob->remove_statbonus ();
789 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
1038 op->instantiate (); 792 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 794 ob->name = ob->name_pl = name;
1041 op->name = name; 795 ob->x = x;
1042 free_string(op->name_pl); 796 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 */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 799 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 800 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 } 801 }
802 while (!allowed_class (ob));
803
1055 update_object(op,UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 805 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 806 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 809 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} 810}
1066 811
1067int key_confirm_quit(object *op, char key) 812static 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) { 813flee_player (object *op)
814{
1113 int dir,diff; 815 int dir, diff;
1114 rv_vector rv; 816 rv_vector rv;
1115 817
1116 if(op->stats.hp < 0) { 818 if (op->stats.hp < 0)
819 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 822 return;
823 }
824
825 if (!op->enemy)
1120 } 826 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 829 return;
1126 } 830 }
1127 831
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)) { 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 {
1139 op->enemy=NULL; 834 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 836 return;
1142 } 837 }
838
1143 get_rangevector(op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1144 840
1145 dir=absdir(4+rv.direction); 841 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 842 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 } 843 {
844 int m = 1 - rndm (2) * 2;
845
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
847 return;
848 }
849
1153 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 852 op->enemy = NULL;
1156} 853}
1157
1158 854
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* 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 856 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 857 * stop.
1162 */ 858 */
859int
1163int check_pick(object *op) { 860check_pick (object *op)
861{
1164 object *tmp, *next; 862 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 863 int stop = 0;
1167 int j, k, wvratio; 864 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 865
1171 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1173 return 1; 868 return 1;
1174 869
1175 op_tag = op->count;
1176
1177 next = op->below; 870 next = op->below;
1178 if (next) 871
1179 next_tag = next->count; 872 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 874
1181 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 876 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 877 while (next && !next->destroyed ())
1184 { 878 {
1185 tmp = next; 879 tmp = next;
1186 next = tmp->below; 880 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 881
1190 if (was_destroyed (op, op_tag)) 882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
888 if (op->destroyed ())
1191 return 0; 889 return 0;
1192 890
1193 if ( ! can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1194 continue; 892 continue;
1195 893
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 895 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1200 continue; 899 continue;
1201 } 900 }
1202 901
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 */ 902 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1240 { 904 {
1241 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 906 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 908 &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", 909 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 910 &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)))); 911
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 912 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 } 913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
1280 /* philosophy: 921 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 922 * 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 923 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 924 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 925 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 926 * example.
1286 * The drawback: right now it has no frontend, so you need to 927 * 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 928 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 929 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 932 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 933 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 934 * meaning if any test passes, the item gets picked up. */
1294 935
1295 /* if mode is set to pick nothing up, return */ 936 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 937 if (op->contr->mode == PU_NOTHING)
938 return 1;
1298 939
1299 /* if mode is set to stop when encountering objects, return */ 940 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 941 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 942 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 943 if (op->contr->mode & PU_STOP)
944 return 0;
1304 945
1305 /* useful for going into stores and not losing your settings... */ 946 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 947 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 948 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
1309 951
1310 /* prevent us from turning into auto-thieves :) */ 952 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
1312 955
1313 /* ignore known cursed objects */ 956 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
1315 959
1316 /* all food and drink if desired */ 960 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 961 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 962 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 963 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 964 {
965 CHK_PICK_PICKUP;
966 continue;
967 }
968
1321 if(op->contr->mode & PU_DRINK) 969 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
1324 975
1325 if(op->contr->mode & PU_POTION) 976 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 977 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1328 982
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 983 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 984 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 985 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
1333 if(op->contr->mode & PU_SKILLSCROLL) 991 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 992 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
1336 if(op->contr->mode & PU_READABLES) 998 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1339 1004
1340 /* wands/staves/rods/horns */ 1005 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1344 1012
1345 /* pick up all magical items */ 1013 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1349 1020
1350 if(op->contr->mode & PU_VALUABLES) 1021 if (op->contr->mode & PU_VALUABLES)
1351 { 1022 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1023 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1024 {
1025 CHK_PICK_PICKUP;
1026 continue;
1027 }
1354 } 1028 }
1355 1029
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1031 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1032 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 /* we don't forget dragon food */
1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1360 1045
1361 /* bows and arrows. Bows are good for selling! */ 1046 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1047 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1048 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1365 if(op->contr->mode & PU_ARROW) 1054 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1055 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1368 1060
1369 /* all kinds of armor etc. */ 1061 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1062 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1063 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1373 if(op->contr->mode & PU_HELMET) 1069 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1070 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1376 if(op->contr->mode & PU_SHIELD) 1076 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1077 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1379 if(op->contr->mode & PU_BOOTS) 1083 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1084 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1382 if(op->contr->mode & PU_GLOVES) 1090 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1091 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1385 if(op->contr->mode & PU_CLOAK) 1097 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1098 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1388 1103
1389 /* hoping to catch throwing daggers here */ 1104 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1105 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1393 1111
1394 /* careful: chairs and tables are weapons! */ 1112 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1113 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1114 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1115 if (tmp->type == WEAPON)
1398 { 1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1117 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1118 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1119 continue;
1402 } 1120 }
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 } 1121 }
1410 1122
1411 /* misc stuff that's useful */ 1123 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1124 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1415 1130
1416 /* any of the last 4 bits set means we use the ratio for value 1131 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1132 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1133 if (op->contr->mode & PU_RATIO)
1419 { 1134 {
1420 /* use value density to decide what else to grab */ 1135 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1136 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1137 /* >=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 */ 1138 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1139 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1141 {
1427 pick_up(op, tmp);
1428#if 0 1142#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1144 if (tmp->name != NULL)
1145 {
1431 fprintf(stderr,"%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1432 } 1147 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1148 else
1149 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1436#endif 1152#endif
1437 continue; 1153 CHK_PICK_PICKUP;
1438 } 1154 continue;
1155 }
1156 } /* the new pickup model */
1439 } 1157 }
1440 } /* the new pickup model */ 1158
1441 }
1442 return ! stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1443} 1195}
1444 1196
1445/* 1197/*
1446 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1200 * found object is returned.
1449 */ 1201 */
1202static object *
1450object *find_arrow(object *op, const char *type) 1203find_arrow (object *op, const char *type)
1451{ 1204{
1452 object *tmp = NULL; 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1453 1208
1454 for(op=op->inv; op; op=op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1211 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1212 {
1458 else if (op->type==ARROW && op->race==type) 1213 splay (tmp);
1214 return arrow;
1215 }
1216
1459 return op; 1217 return 0;
1460 return tmp;
1461} 1218}
1462 1219
1463/* 1220/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * 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 1222 * 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 1223 * 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. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1225 */
1469 1226static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1228{
1472 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1474 1231
1475 if (!type) 1232 if (!type)
1476 return NULL; 1233 return NULL;
1477 1234
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1235 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1236 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1238 {
1239 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1483 if (i > betterby) { 1242 if (i > betterby)
1484 tmp = ntmp; 1243 {
1485 betterby = i; 1244 tmp = ntmp;
1486 } 1245 betterby = i;
1246 }
1247 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1248 else if (arrow->type == ARROW && arrow->race == type)
1249 {
1488 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1251 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1252 {
1491 if (arrow->attacktype & AT_DEATH) { 1253 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1254 {
1493 return arrow; 1255 *better = 100;
1494 } else { 1256 return arrow;
1495 tmp = arrow; 1257 }
1258 else
1259 {
1260 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1261 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1262 }
1498 } else { 1263 }
1264 else
1265 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1267 {
1500 attacktype = 1<<attacknum; 1268 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1271 {
1272 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1274 }
1506 } 1275 }
1276
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1278 {
1279 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1281 }
1282
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1284 {
1285 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1287 }
1288 }
1289 }
1515 } 1290 }
1516 } 1291
1517 }
1518 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1293 return find_arrow (op, type);
1520 1294
1521 *better = betterby; 1295 *better = betterby;
1522 return tmp; 1296 return tmp;
1523} 1297}
1524 1298
1525/* looks in a given direction, finds the first valid target, and calls 1299/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1301 * op = the shooter
1528 * type = bow->race 1302 * type = bow->race
1529 * dir = fire direction 1303 * dir = fire direction
1530 */ 1304 */
1531 1305static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1307{
1534 object *tmp = NULL; 1308 object *tmp = NULL;
1535 mapstruct *m; 1309 maptile *m;
1536 int i, mflags, found, number; 1310 int i, mflags, found, number;
1537 sint16 x, y; 1311 sint16 x, y;
1538 1312
1539 if (op->map == NULL) 1313 if (op->map == NULL)
1540 return find_arrow(op, type); 1314 return find_arrow (op, type);
1541 1315
1542 /* do a dex check */ 1316 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1317 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))) 1318 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1319 return find_arrow (op, type);
1546 1320
1547 m = op->map; 1321 m = op->map;
1548 x = op->x; 1322 x = op->x;
1549 y = op->y; 1323 y = op->y;
1550 1324
1551 /* find the first target */ 1325 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1326 for (i = 0, found = 0; i < 20; i++)
1327 {
1553 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1333 {
1558 break; 1334 tmp = 0;
1335 break;
1336 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1338 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1562 */ 1341 */
1563 tmp = NULL; 1342 tmp = 0;
1564 break; 1343 break;
1565 } 1344 }
1345
1566 if (mflags & P_IS_ALIVE) { 1346 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1349 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1350 }
1576 if (tmp == NULL) 1351
1352 if (!tmp)
1577 return find_arrow(op, type); 1353 return find_arrow (op, type);
1578 1354
1579 if (tmp->head) 1355 if (tmp->head)
1580 tmp = tmp->head; 1356 tmp = tmp->head;
1581 1357
1582 return find_better_arrow(op, tmp, type, &i); 1358 return find_better_arrow (op, tmp, type, &i);
1583} 1359}
1584 1360
1585/* 1361/*
1586 * Creature fires a bow - op can be monster or player. Returns 1362 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1363 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1366 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1367 * 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 1368 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1369 * player fire modes.
1594 */ 1370 */
1371int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1373{
1598 object *left, *bow; 1374 object *left, *bow;
1599 tag_t left_tag, tag; 1375 int mflags;
1600 int bowspeed, mflags; 1376 maptile *m;
1601 mapstruct *m;
1602 1377
1603 if (!dir) { 1378 if (!dir)
1379 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1381 return 0;
1382 }
1383
1384 if (op->contr)
1385 bow = op->current_weapon;
1386 else
1606 } 1387 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* 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. 1390 * don't need to switch back and forth between bows and weapons.
1613 */ 1391 */
1614 if(bow->type==BOW) 1392 if (bow->type == BOW)
1615 break; 1393 break;
1616 1394
1617 if (!bow) { 1395 if (!bow)
1396 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1398 return 0;
1620 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1621 } 1403 }
1404
1622 if( !bow->race || !bow->skill) { 1405 if (!bow->race || !bow->skill)
1406 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1408 return 0;
1625 } 1409 }
1626 1410
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) { 1411 if (arrow == NULL)
1412 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1414 {
1637 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1416 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 */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1418 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1643 return 0; 1421 return 0;
1644 } 1422 }
1645 } 1423 }
1424
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1426 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1427 return 0;
1649 } 1428
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1430 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1432 return 0;
1653 } 1433 }
1654 1434
1655 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1436 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1439 arrow->destroy ();
1440 return 0;
1441 }
1661 1442
1662 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1444 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1445 if (!arrow)
1665 if (arrow == NULL) { 1446 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1448 return 0;
1668 return 0;
1669 } 1449 }
1670 set_owner(arrow, op); 1450
1671 if (arrow->skill) free_string(arrow->skill); 1451 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1452 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1453 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1454
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 */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1458 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1459
1690 /* Note that this was different for monsters - they got their level 1460#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1461 if (player *pl = op->contr)
1692 */
1693 1462 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1463 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1698 /* update the speed */ 1477 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1479 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1480
1704 if (arrow->speed < 1.0) 1481 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1708 1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485
1709 if (op->type == PLAYER) { 1486 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1487 {
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; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1489 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1495 }
1496 else
1497 {
1720 arrow->level = op->level; 1498 arrow->level = op->level;
1721 } 1499 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1500
1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1723 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1505 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1506
1727 arrow->map = m; 1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1513
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1515 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1516
1735 if (!was_destroyed(arrow, tag)) 1517 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1518 move_arrow (arrow);
1737 1519
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; 1520 return 1;
1745} 1521}
1746 1522
1747/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1524 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1528 * hence the function name.
1753 */ 1529 */
1530static int
1754int player_fire_bow(object *op, int dir) 1531player_fire_bow (object *op, int dir)
1755{ 1532{
1756 int ret=0, wcmod=0; 1533 int ret;
1757 1534
1758 if (op->contr->bowtype == bow_bestarrow) { 1535 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1536 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1537 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); 1538 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1540 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1541 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, 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1543 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1544 else if (op->contr->bowtype == bow_threewide)
1545 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1549 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1550 else if (op->contr->bowtype == bow_spreadshot)
1551 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1552 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); 1553 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); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1555 }
1776 } else { 1556 else
1557 {
1777 /* Simple case */ 1558 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1560 }
1561
1780 return ret; 1562 return ret;
1781} 1563}
1782
1783 1564
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1786 */ 1567 */
1568static void
1787void fire_misc_object(object *op, int dir) 1569fire_misc_object (object *op, int dir)
1788{ 1570{
1789 object *item; 1571 object *item = op->contr->ranged_ob;
1790 1572
1791 if (!op->contr->ranges[range_misc]) { 1573 if (!item)
1574 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1576 return;
1794 } 1577 }
1795 1578
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1579 if (!item->inv)
1580 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1582 return;
1800 } 1583 }
1801 if (item->type == WAND) { 1584
1802 if(item->stats.food<=0) { 1585 if (!op->change_weapon (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; 1586 return;
1806 } 1587
1588 if (item->type == WAND)
1589 {
1590 if (item->stats.food <= 0)
1591 {
1592 op->contr->play_sound (sound_find ("wand_poof"));
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1595 return;
1596 }
1597 }
1598 else if (item->type == ROD || item->type == HORN)
1599 {
1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 {
1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1608 if (item->type == ROD)
1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1610 else
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
1613 return;
1614 }
1615 }
1616
1617 if (cast_spell (op, item, dir, item->inv, NULL))
1618 {
1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1621 if (item->type == WAND)
1622 {
1623 if (!(--item->stats.food))
1624 {
1625 object *tmp;
1626
1627 if (item->arch)
1628 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1630 item->face = item->arch->face;
1631 item->set_speed (0);
1632 }
1633
1634 if (object *pl = item->visible_to ())
1635 esrv_update_item (UPD_ANIM, pl, item);
1636 }
1637 }
1807 } else if (item->type == ROD || item->type==HORN) { 1638 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); 1639 drain_rod_charge (item);
1837 }
1838 } 1640 }
1839} 1641}
1840 1642
1841/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1842 */ 1644 */
1645bool
1843void fire(object *op,int dir) { 1646fire (object *op, int dir)
1647{
1844 int spellcost=0; 1648 int spellcost = 0;
1845 1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1846 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1672 if (action_makes_visible (op))
1673 make_visible (op);
1848 1674
1849 switch(op->contr->shoottype) { 1675 switch (ob->type)
1850 case range_none: 1676 {
1851 return; 1677 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1678 player_fire_bow (op, dir);
1855 return; 1679 break;
1856 1680
1857 case range_magic: /* Casting spells */ 1681 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1683 break;
1860 1684
1861 case range_misc: 1685 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 ); 1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1694 fire_misc_object (op, dir);
1695 break;
1696 }
1697
1698 return true;
1699}
1700
1701static object *
1702find_key_ (object *pl, object *container, object *door)
1703{
1704 object *tmp, *key;
1705
1706 /* Should not happen, but sanity checking is never bad */
1707 if (!container->inv)
1708 return 0;
1709
1710 /* First, lets try to find a key in the top level inventory */
1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 {
1713 if (door->type == DOOR && tmp->type == KEY)
1714 break;
1715
1716 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys
1718 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break;
1721 }
1722
1723 /* No key found - lets search inventories now */
1724 /* If we find and use a key in an inventory, return at that time.
1725 * otherwise, if we search all the inventories and still don't find
1726 * a key, return
1727 */
1728 if (!tmp)
1729 {
1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1731 /* No reason to search empty containers */
1732 if (tmp->type == CONTAINER && tmp->inv)
1733 if ((key = find_key_ (pl, tmp, door)))
1734 return key;
1735
1736 if (!tmp)
1886 return; 1737 return 0;
1887 default: 1738 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1739
1889 return; 1740 /* We get down here if we have found a key. Now if its in a container,
1741 * see if we actually want to use it
1742 */
1743 if (pl != container)
1890 } 1744 {
1891} 1745 /* Only let players use keys in containers */
1746 if (!pl->contr)
1747 return 0;
1892 1748
1749 /* cases where this fails:
1750 * If we only search the player inventory, return now since we
1751 * are not in the players inventory.
1752 * If the container is not active, return now since only active
1753 * containers can be used.
1754 * If we only search keyrings and the container does not have
1755 * a race/isn't a keyring.
1756 * No checking for all containers - to fall through past here,
1757 * inv must have been an container and must have been active.
1758 *
1759 * Change the color so that the message doesn't disappear with
1760 * all the others.
1761 */
1762 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL;
1769 }
1770 }
1893 1771
1772 return tmp;
1773}
1894 1774
1895/* find_key 1775/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1776 * 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 1777 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1778 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1780 * pl is the player,
1901 * inv is the objects inventory to searched 1781 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1782 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1783 * This function can be called recursively to search containers.
1904 */ 1784 */
1905 1785object *
1906object * find_key(object *pl, object *container, object *door) 1786find_key (object *pl, object *container, object *door)
1907{ 1787{
1908 object *tmp,*key; 1788 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 } 1789 {
1922 /* No key found - lets search inventories now */ 1790 // 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. 1791 // 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 1792 // of searching through containers ourselves.
1925 * a key, return 1793
1926 */ 1794 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 } 1795 }
1933 } 1796 else
1934 if (!tmp) return NULL; 1797 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} 1798}
1968 1799
1969/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1972 * 0 otherwise 1803 * 0 otherwise
1973 */ 1804 */
1805static int
1974static int player_attack_door(object *op, object *door) 1806player_attack_door (object *op, object *door)
1975{ 1807{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* 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 - 1809 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1980 */ 1811 */
1981 object *key=find_key(op, op, door); 1812 object *key = find_key (op, op, door);
1982 1813
1983 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1984 if (key) { 1815 if (key)
1816 {
1985 object *container=key->env; 1817 object *container = key->env;
1986 1818
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1819 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1820 make_visible (op);
1821
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1823 spring_trap (door->inv, op);
1824
1990 if (door->type == DOOR) { 1825 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1827 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1828 {
1995 "You open the door with the %s", query_short_name(key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1831 }
1832
1998 /* Do this after we print the message */ 1833 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1835
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1837 }
2004 } else if (door->type==LOCKED_DOOR) { 1838 else if (door->type == LOCKED_DOOR)
1839 {
2005 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1842 return 1;
2008 } 1843 }
1844
2009 return 0; 1845 return 0;
2010} 1846}
2011 1847
2012/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2017 */ 1853 */
2018 1854bool
2019void move_player_attack(object *op, int dir) 1855move_player_attack (object *op, int dir)
2020{ 1856{
2021 object *tmp, *mon; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2023 int on_battleground; 1863 int on_battleground;
2024 mapstruct *m;
2025 1864
2026 nx=freearr_x[dir]+op->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2028 1867
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
2030 1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
1872
2031 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1880 * move_ob uses.
2039 */ 1881 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1882 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1883
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1884 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1885 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1886 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1887 * on the space
2057 */ 1888 */
2058 while (tmp!=NULL) { 1889 object *mon;
2059 if (tmp == op) { 1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1891 {
2061 continue; 1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2062 } 1897 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1898
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 1899 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1900 return false; /* into a wall */
2074 1901
2075 if(mon->head != NULL)
2076 mon = mon->head; 1902 mon = mon->head_ ();
2077 1903
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
1910 }
2080 1911
2081 /* The following deals with possibly attacking peaceful 1912 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1913 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1914 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1915 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1916 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1917 * and thus will not push them.
2087 */ 1918 */
2088 1919
2089 /* If the creature is a pet, push it even if the player is not 1920 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 1921 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1922 * player owns it and it is either friendly or unagressive.
2092 */ 1923 */
2093 if ((op->type==PLAYER) 1924 if (op->type == PLAYER
2094#if COZY_SERVER 1925 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1926 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1927 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1929 {
2106 /* If we're braced, we don't want to switch places with it */ 1930 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1931 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1932 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
1945 }
1946 else
1947 return false;
1948 }
1949
2114 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2117 * attack them either. 1953 * attack them either.
2118 */ 1954 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 1957 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
1962 {
1963 --op->speed_left;
1964
1965 if (!op->contr->braced)
2128 )) { 1966 {
2129 if (!op->contr->braced) { 1967 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1968 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 1969 }
2132 } else { 1970 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
1972
1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1974 make_visible (op);
1975
1976 return true;
1977 }
2134 } 1978 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1981 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
1985 {
1986 --op->speed_left;
1987
2142 recursive_roll(mon,dir,op); 1988 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1989 if (action_makes_visible (op))
2144 } 1990 make_visible (op);
2145 1991
1992 return true;
1993 }
1994 }
2146 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2000 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2003 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 {
2006 --op->contr->weapon_sp_left;
2156 2007
2157 /* If the player hasn't hit something this tick, and does 2008 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2009
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2166 } 2015 }
2167 2016
2168 skill_attack(mon, op, 0, NULL, NULL); 2017 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 2018}
2186 2019
2020bool
2187int move_player(object *op,int dir) { 2021move_player (object *op, int dir)
2188 int pick; 2022{
2189
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2024 return 0;
2025
2026 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9))
2028 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0;
2031 }
2032
2033 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036
2037 op->facing = dir;
2038
2039 if (op->flag [FLAG_HIDDEN])
2040 do_hidden_move (op);
2041
2042 bool retval;
2043 int pick = 0;
2044
2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2046 retval = RESULT_INT (0);
2047 else if (op->contr->fire_on)
2048 retval = fire (op, dir);
2049 else
2050 {
2051 retval = move_player_attack (op, dir);
2052 pick = check_pick (op);
2053 }
2054
2055 /* Add special check for newcs players and fire on - this way, the
2056 * server can handle repeat firing.
2057 */
2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2059 op->direction = dir;
2060 else
2061 op->direction = 0;
2062
2063 /* Update how the player looks. Use the facing, so direction may
2064 * get reset to zero. This allows for full animation capabilities
2065 * for players.
2066 */
2067 animate_object (op, op->facing);
2068
2069 return retval;
2229} 2070}
2230 2071
2231/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2073 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2075 * the new speed values for commands.
2235 * 2076 *
2236 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2237 */ 2080 */
2081bool
2238int handle_newcs_player(object *op) 2082handle_newcs_player (object *op)
2239{ 2083{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2085 {
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089 flee_player (op);
2264 2090
2265 /* I've been seeing crashes where the golem has been destroyed, but 2091 return true;
2266 * the player object still points to the defunct golem. The code that 2092 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2093 else
2268 * put this in a a workaround to clean up the golem pointer. 2094 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2095 }
2276 2096
2277 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2099 * called, so we recheck it here.
2280 */ 2100 */
2281 HandleClient(&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2102 return true;
2283 2103
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2105 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2106
2294 else return 0; 2107 return false;
2295 } 2108}
2109
2110static int
2111save_life (object *op)
2112{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2114 return 0;
2297}
2298 2115
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2119 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2121
2311 if (op->contr) 2122 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2124
2316 if(op->stats.hp<0) 2125 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2127
2318 if(op->stats.food<0) 2128 if (op->stats.food < 0)
2319 op->stats.food = 999; 2129 op->stats.food = 999;
2320 fix_player(op); 2130
2131 op->update_stats ();
2321 return 1; 2132 return 1;
2322 } 2133 }
2134
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2138 return 0;
2327} 2139}
2328 2140
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2332 * from. 2144 * from.
2333 */ 2145 */
2146static void
2334void remove_unpaid_objects(object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2335{ 2148{
2336 object *next;
2337
2338 while (op) { 2149 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2150 {
2340 * we remove object 'op' 2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2152
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2154 op->insert_at (env);
2344 op->x = env->x; 2155 else if (op->inv)
2345 op->y = env->y; 2156 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2157
2355 2158 op = next;
2356/*
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363char *gravestone_text (object *op)
2364{
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 } 2159 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 return buf2;
2391} 2160}
2392 2161
2162void
2163object::drop_unpaid_items ()
2164{
2165 if (!flag [FLAG_REMOVED])
2166 ::drop_unpaid_items (inv, this);
2167}
2393 2168
2394 2169void
2395void do_some_living(object *op) { 2170do_some_living (object *op)
2171{
2396 int last_food=op->stats.food; 2172 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2173 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2174 int over_hp, over_sp, over_grace;
2399 int i; 2175 int i;
2400 int rate_hp = 1200; 2176 int rate_hp = 1200;
2401 int rate_sp = 2500; 2177 int rate_sp = 2500;
2402 int rate_grace = 2000; 2178 int rate_grace = 2000;
2403 const int max_hp = 1; 2179 const int max_hp = 1;
2404 const int max_sp = 1; 2180 const int max_sp = 1;
2405 const int max_grace = 1; 2181 const int max_grace = 1;
2406 2182
2407 if (op->contr->outputs_sync) { 2183 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2184 {
2409 if (op->contr->outputs[i].buf!=NULL && 2185 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2186 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2412 } 2192 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2194 {
2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2200 }
2413 2201
2414 if(op->contr->state==ST_PLAYING) { 2202 if (op->contr->ns->state == ST_PLAYING)
2415 2203 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2206 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2208 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2209 {
2210 gen_hp = op->stats.maxhp;
2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2212 }
2213
2214 if (op->contr->gen_sp >= 0)
2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2216 else
2217 {
2218 gen_sp = op->stats.maxsp;
2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2220 }
2221
2222 if (op->contr->gen_grace >= 0)
2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2224 else
2225 {
2226 gen_grace = op->stats.maxgrace;
2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2228 }
2229
2230 /* Regenerate Grace */
2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2232 if (--op->last_grace < 0)
2233 {
2234 if (op->stats.grace < op->stats.maxgrace / 2)
2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2237 if (max_grace > 1)
2238 {
2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2240 if (over_grace > 0)
2241 {
2242 op->stats.sp += over_grace
2243 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2244 op->last_grace = 0;
2245 }
2246 else
2247 {
2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2250 }
2251 else
2252 {
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2255 /* wearing stuff doesn't detract from grace generation. */
2256 }
2257
2258 if (op->stats.food > 0)
2259 {
2260 /* Regenerate Spell Points */
2261 if (!op->contr->golem && --op->last_sp < 0)
2262 {
2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2264
2265 if (op->stats.sp < op->stats.maxsp)
2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2272 op->stats.food--;
2273
2274 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion;
2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2277 op->stats.food = last_food;
2278 }
2279 }
2280
2281 if (max_sp > 1)
2282 {
2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2310 {
2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2336 }
2337 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2339 }
2340 }
2341
2342 /* Digestion */
2343 if (--op->last_eat < 0)
2344 {
2345 int bonus = max (0, op->contr->digestion),
2346 penalty = max (0, -op->contr->digestion);
2347
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349
2534 /* dms do not consume food */ 2350 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2352 op->stats.food--;
2537 } 2353 }
2538 2354
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2356 {
2357 object *flesh = 0;
2541 2358
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2359 for_inv_removable (op, tmp)
2360 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2365 {
2546 manual_apply(op,tmp,0); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0);
2369
2547 if(op->stats.food>=0||op->stats.hp<0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2371 break;
2549 } 2372 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2373 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2374 flesh = tmp;
2552 } /* end of for loop */ 2375 }
2376
2553 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2378 * eat flesh instead.
2555 */ 2379 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2381 {
2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2384 manual_apply (op, flesh, 0);
2559 } 2385 }
2560 } /* end if player is starving */
2561 2386
2562 while(op->stats.food<0&&op->stats.hp>0) 2387 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2388 if (op->stats.food < 0)
2564 2389 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2391 }
2392
2393 if (op->stats.food < 0)
2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2397
2398 if (op->stats.hp < 0)
2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2404
2405 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2407 kill_player (op);
2408 }
2409}
2570 2410
2571/* If the player should die (lack of hp, food, etc), we call this. 2411/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2412 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2414 * file.
2575 */ 2415 */
2416void
2576void kill_player(object *op) 2417kill_player (object *op)
2577{ 2418{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2419 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2421 int will_kill_again;
2587 archetype *at; 2422 archetype *at;
2588 object *tmp; 2423 object *tmp;
2589 2424
2590 if(save_life(op)) 2425 if (save_life (op))
2591 return; 2426 return;
2592 2427
2428 dynbuf_text deathtab;
2593 2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2465
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2469 */
2598 if (op_on_battleground(op, &x, &y)) { 2470 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2471 {
2600 "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2473
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2627 if (tmp != NULL) 2476 {
2477 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2485 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics";
2487 tmp->insert_at (op, tmp);
2628 { 2488 }
2629 sprintf(buf,"%s's finger",op->name); 2489
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/ 2490 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2492 op->contr->braced = 0;
2645 return;
2646 }
2647 2493
2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2495 return;
2496 }
2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2648 INVOKE_PLAYER (DEATH, op->contr); 2501 INVOKE_PLAYER (DEATH, op->contr);
2649 2502
2650 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2651 2504
2652 if(op->stats.food<0) { 2505 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2506
2673 /* save the map location for corpse, gravestone*/ 2507 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2508 x = op->x;
2509 y = op->y;
2510 map = op->map;
2675 2511
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2512 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2513 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2514 * See the config.h file for a little more in depth detail about this.
2681 */ 2515 */
2682 2516
2683 /* Basically two ways to go - remove a stat permanently, or just 2517 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2518 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2519 * of death.
2686 */ 2520 */
2687#ifndef COZY_SERVER 2521#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2522 if (settings.balanced_stat_loss)
2523 {
2689 /* If stat loss is permanent, lose one stat only. */ 2524 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2525 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2526 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2527 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2528 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2529 little bit harder. */
2695 /* GD */ 2530 /* GD */
2696 if (settings.stat_loss_on_death) 2531 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2532 num_stats_lose = 1;
2698 else 2533 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2535 }
2536 else
2701 num_stats_lose = 1; 2537 num_stats_lose = 1;
2702 } 2538
2703 lost_a_stat = 0; 2539 lost_a_stat = 0;
2704 2540
2705 for (z=0; z<num_stats_lose; z++) { 2541 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2542 {
2543 i = rndm (NUM_STATS);
2707 2544
2708 if (settings.stat_loss_on_death) { 2545 if (settings.stat_loss_on_death)
2546 {
2709 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2548 * what he lost.
2711 */ 2549 */
2712 change_attr_value(&(op->stats), i,-1); 2550 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2551 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2552 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2553 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2554 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2555 lost_a_stat = 1;
2718 } else { 2556 }
2557 else
2558 {
2719 /* deplete a stat */ 2559 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2721 object *dep; 2561 object *dep;
2562
2563 dep = present_arch_in_ob (deparch, op);
2564 if (!dep)
2722 2565 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2566 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2567 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2568 }
2756 if (lose_this_stat) { 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
2571 {
2572 /* GD */
2573 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2574 this_stat = get_attr_value (&(dep->stats), i);
2575 if (this_stat < 0)
2576 {
2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2578 int keep_chance = this_stat * this_stat;
2579
2580 /* Yes, I am paranoid. Sue me. */
2581 if (keep_chance < 1)
2582 keep_chance = 1;
2583
2584 /* There is a maximum depletion total per level. */
2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2586 {
2587 lose_this_stat = 0;
2588 /* Take loss chance vs keep chance to see if we
2589 retain the stat. */
2590 }
2591 else
2592 {
2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2594 lose_this_stat = 0;
2595 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2596 this_stat, keep_chance, loss_chance,
2597 lose_this_stat?"LOSE":"KEEP"); */
2598 }
2599 }
2600 }
2601
2602 if (lose_this_stat)
2603 {
2604 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2609 * difference.
2763 */ 2610 */
2764 if (this_stat>=-50) { 2611 if (this_stat >= -50)
2612 {
2765 change_attr_value(&(dep->stats), i, -1); 2613 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2614 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2616 op->update_stats ();
2769 lost_a_stat = 1; 2617 lost_a_stat = 1;
2770 } 2618 }
2771 } 2619 }
2620 }
2772 } 2621 }
2773 } 2622
2774 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2624 if (!lost_a_stat)
2776 { 2625 {
2777 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2628 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2629
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2630 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 " you.", god); 2632 else
2784 else 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2634 }
2635#else
2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2637#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2638
2792 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2640 * exp loss on the stone.
2794 */ 2641 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2796 sprintf(buf,"%s's gravestone",op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2649
2809 /**************************************/ 2650 /**************************************/
2810 /* */ 2651 /* */
2811 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2653 /* */
2815 /**************************************/ 2654 /**************************************/
2816 2655
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2657 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2658
2843 /* 2659 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2660 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
2846 * in the map. 2662 */
2847 */ 2663 op->drop_unpaid_items ();
2848 2664
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2665 /****************************************/
2858 /* */ 2666 /* */
2859 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2861 /* */ 2669 /* */
2862 /****************************************/ 2670 /****************************************/
2863 2671
2864 enter_player_savebed(op); 2672 enter_player_savebed (op);
2865 2673
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2674 op->contr->braced = 0;
2870 save_player(op,1);
2871 2675
2872 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2679 * on the space that might harm the player.
2876 */ 2680 */
2877 will_kill_again=0; 2681 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2682 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
2881 } 2685
2882 if (will_kill_again) { 2686 if (will_kill_again)
2687 {
2883 object *force; 2688 object *force;
2884 int at; 2689 int at;
2885 2690
2886 force=get_archetype(FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2693 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2694 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2696 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2698 force->resist[at] = 100;
2894 } 2699
2895 insert_ob_in_ob(force, op); 2700 insert_ob_in_ob (force, op);
2896 fix_player(op); 2701 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 } 2702 }
2955 }
2956 play_again(op);
2957 2703
2958 /* peterm: added to create a corpse at deathsite. */ 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2705}
2972 2706
2973 2707static void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2708loot_object (object *op)
2709{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2710 object *tmp, *tmp2, *next;
2976 2711
2977 if (op->container) { /* close open sack first */ 2712 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2713
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2714 for (tmp = op->inv; tmp; tmp = next)
2715 {
2982 next=tmp->below; 2716 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2717
2984 remove_ob(tmp); 2718 if (tmp->invisible)
2719 continue;
2720
2721 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2722 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2723
2987 loot_object(tmp); 2724 if (tmp->type == CONTAINER)
2988 } 2725 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2726
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2728 {
2991 if(tmp->nrof>1) { 2729 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2730 {
2993 free_object(tmp2); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2733 }
2734 else
2735 tmp->destroy ();
2736 }
2995 } else 2737 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2738 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2739 }
3000} 2740}
3001 2741
3002/* 2742/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2745 * was changed.
3006 */ 2746 */
3007 2747void
3008void fix_weight(void) { 2748fix_weight (void)
3009 player *pl; 2749{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2750 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2751 {
3012 if(old == sum) 2752 sint32 old = pl->ob->carrying;
3013 continue; 2753
3014 fix_player(pl->ob); 2754 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2755
3016 pl->ob->name, old, sum); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3017 } 2761 }
3018} 2762}
3019 2763
2764void
3020void fix_luck(void) { 2765fix_luck (void)
3021 player *pl; 2766{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2767 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2769 pl->ob->change_luck (0);
3025} 2770}
3026
3027 2771
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3031 */ 2775 */
3032
3033void 2776void
3034cast_dust (object * op, object * throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3035{ 2778{
3036 object *skop, *spob; 2779 object *skop, *spob;
3037 2780
3038 skop = find_skill_by_name (op, throw_ob->skill); 2781 skop = find_skill_by_name (op, throw_ob->skill);
3039 2782
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2783 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2784 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2785 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2786 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2787 return;
3046 } 2788 }
3047 2789
3048 spob = throw_ob->inv; 2790 spob = throw_ob->inv;
3049 2791
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2792 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2793 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2794 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2795 if (!spob)
3054 { 2796 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2797 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2798 return;
3058 } 2799 }
3059 2800
3060 if (op->type == PLAYER) 2801 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2803
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2804 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2805
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2806 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2807}
3069 2808
2809void
3070void make_visible (object *op) { 2810make_visible (object *op)
3071 op->hide = 0; 2811{
2812 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2813 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 2814
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 2815 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2816 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2817 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2818 op->contr->invis_race = 0;
2819 }
2820
2821 update_object (op, UP_OBJ_CHANGE);
2822}
2823
2824int
2825is_true_undead (object *op)
2826{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2828 return 1;
2829
3089 return 0; 2830 return 0;
3090} 2831}
3091 2832
3092/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2835 * indicate greater hideability.
3095 */ 2836 */
3096 2837int
3097int hideability(object *ob) { 2838hideability (object *ob)
2839{
3098 int i,level=0, mflag; 2840 int i, level = 0, mflag;
3099 sint16 x,y; 2841 sint16 x, y;
3100 2842
3101 if(!ob||!ob->map) return 0; 2843 if (!ob || !ob->map)
2844 return 0;
3102 2845
3103 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3105 2848
3106 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2852 if (ob->has_carried_lights ())
2853 level = -(10 + (2 * ob->map->darklevel ()));
3110 2854
3111 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2859 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2861 if (mflag & P_OUT_OF_MAP)
2862 continue;
2863
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2865 level += 2;
3117 else /* open terrain! */ 2866 else /* open terrain! */
3118 level -= 1; 2867 level -= 1;
3119 } 2868 }
3120 2869
3121#if 0 2870#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2871 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2872#endif
3124 return level; 2873 return level;
3125} 2874}
3126 2875
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2880 */
3132 2881void
3133void do_hidden_move (object *op) { 2882do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2883{
3135 object *skop; 2884 int hide = 0;
3136 2885
3137 if(!op || !op->map) return; 2886 if (!op || !op->map)
2887 return;
3138 2888
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2891
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2893 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2894 if (!skop || num >= skop->level)
2895 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2897 make_visible (op);
3146 return; 2898 return;
3147 } else num += 20;
3148 } 2899 }
2900 else
2901 num += 20;
2902
3149 num += op->map->difficulty; 2903 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 2905 num -= hide;
2906
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2908 {
3153 make_visible(op); 2909 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2910
3155 "You moved out of hiding! You are visible!"); 2911 if (op->type == PLAYER)
2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 2913 }
3157 else if (op->type == PLAYER && skop) { 2914 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 2916}
3161 2917
3162/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3163 2919
2920int
3164int stand_near_hostile( object *who ) { 2921stand_near_hostile (object *who)
2922{
3165 object *tmp=NULL; 2923 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 2924 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 2925 maptile *m;
3168 sint16 x,y; 2926 sint16 x, y;
3169 2927
3170 if(!who) return 0; 2928 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 2929 return 0;
2930
2931 if (who->type == PLAYER)
2932 player = 1;
2933
2934 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2936
2937 /* search adjacent squares */
2938 for (i = 1; i < 9; i++)
2939 {
2940 x = who->x + freearr_x[i];
2941 y = who->y + freearr_y[i];
2942 m = who->map;
2943 mflags = get_map_flags (m, &m, x, y, &x, &y);
2944 /* space must be blocked if there is a monster. If not
2945 * blocked, don't need to check this space.
2946 */
2947 if (mflags & P_OUT_OF_MAP)
2948 continue;
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue;
2951
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2955 return 1;
2956 else if (tmp->type == PLAYER)
2957 {
2958 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2960 return 1;
2961 }
2962 }
2963 }
2964 return 0;
3200} 2965}
3201 2966
3202/* check the player los field for viewability of the 2967/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 2977 * -b.t.
3213 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3214 */ 2979 */
3215 2980int
3216int player_can_view (object *pl,object *op) { 2981player_can_view (object *pl, object *op)
2982{
3217 rv_vector rv; 2983 rv_vector rv;
3218 int dx,dy; 2984 int dx, dy;
3219 2985
3220 if(pl->type!=PLAYER) { 2986 if (pl->type != PLAYER)
2987 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 2989 return -1;
3247 op = op->more;
3248 } 2990 }
2991
2992 if (!pl || !op)
3249 return 0; 2993 return 0;
3250}
3251 2994
3252/* routine for both players and monsters. We call this when 2995 op = op->head_ ();
3253 * there is a possibility for our action distrubing our hiding 2996
3254 * place or invisiblity spell. Artefact invisiblity is not 2997 get_rangevector (pl, op, &rv, 0x1);
3255 * effected by this. If we arent invisible to begin with, we 2998
3256 * return 0. 2999 /* starting with the 'head' part, lets loop
3000 * through the object and find if it has any
3001 * part that is in the los array but isn't on
3002 * a blocked los square.
3003 * we use the archetype to figure out offsets.
3257 */ 3004 */
3258int action_makes_visible (object *op) { 3005 while (op)
3006 {
3007 dx = rv.distance_x + op->arch->x;
3008 dy = rv.distance_y + op->arch->y;
3259 3009
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3262 return 0;
3263
3264 if (op->contr && op->contr->tmp_invis == 0) return 0;
3265
3266 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3269 return 1; 3011 return 1;
3270 } 3012
3013 op = op->more;
3271 } 3014 }
3015
3272 return 0; 3016 return 0;
3273} 3017}
3274 3018
3275/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3023 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3024 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3026 */
3027int
3283int op_on_battleground (object *op, int *x, int *y) { 3028op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3029{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3039 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3041 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3045 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3047 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3049 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3051 {
3052 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3055 return 1;
3056 }
3057 }
3058 }
3059
3060 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3305 return 1; 3063 return 1;
3306 } 3064 }
3307 } 3065 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3066 }
3313 } 3067
3314 }
3315 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3316 return 0; 3069 return 0;
3317} 3070}
3318 3071
3319/* 3072/*
3323 * attributes: 3076 * attributes:
3324 * object *who the dragon player 3077 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3078 * int atnr the attack-number of the ability focus
3326 * int level ability level 3079 * int level ability level
3327 */ 3080 */
3081void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3082dragon_ability_gain (object *who, int atnr, int level)
3083{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3084 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3085 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3086 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3087 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3089 int i = 0, j = 0;
3335 3090
3336 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3100
3346 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3347 return; 3102 return;
3348 3103
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3105
3351 3106 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3107 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3109 return;
3355 } 3110 }
3356 3111
3357 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3113 item = tr->item;
3359 3114
3360 if (item->type == SPELL) { 3115 if (item->type == SPELL)
3116 {
3361 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3362 return; 3118 return;
3363 3119
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3120 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3121 do_learn_spell (who, item, 0);
3366 return; 3122 return;
3367 } 3123 }
3368 3124
3369 /* grant direct spell */ 3125 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3126 if (item->type == SPELLBOOK)
3127 {
3371 if (!item->inv) { 3128 if (!item->inv)
3129 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3130 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3131 return;
3375 } 3132 }
3376 if (check_spell_known (who, item->inv->name)) 3133 if (check_spell_known (who, item->inv->name))
3377 return; 3134 return;
3378 if (item->invisible) { 3135 if (item->invisible)
3136 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3137 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3138 do_learn_spell (who, item->inv, 0);
3381 return; 3139 return;
3382 } 3140 }
3383 } 3141 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3142 else if (item->type == SKILL_TOOL && item->invisible)
3143 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3144 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3145 {
3386 3146
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3147 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3148 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3149 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3150 * but not all of them, he gets nothing.
3391 */ 3151 */
3392 if (!(skop->attacktype & item->attacktype)) { 3152 if (!(skop->attacktype & item->attacktype))
3153 {
3393 /* Give new attacktype */ 3154 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3155 skop->attacktype |= item->attacktype;
3395 3156
3396 /* always add physical if there's none */ 3157 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3158 skop->attacktype |= AT_PHYSICAL;
3398 3159
3399 if (item->msg != NULL) 3160 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3161 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3162
3402 /* Give player new face */ 3163 /* Give player new face */
3403 if (item->animation_id) { 3164 if (item->animation_id)
3165 {
3404 who->face = skop->face; 3166 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3167 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3168 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3169 who->last_anim = 0;
3408 who->state = 0; 3170 who->state = 0;
3409 animate_object(who, who->direction); 3171 animate_object (who, who->direction);
3410 } 3172 }
3173 }
3174 }
3411 } 3175 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3176 else if (item->type == FORCE)
3177 {
3415 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3179 object *skin;
3180
3417 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3183 ;
3420 if (skin == NULL) return; 3184
3421 3185 if (!skin)
3186 return;
3187
3422 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3190 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3191 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3192
3426 /* print message */ 3193 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3194 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3195 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3196 {
3430 if (j) 3197 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3198 {
3432 else 3199 if (j)
3433 j = 1; 3200 strcat (buf, " and ");
3201 else
3202 j = 1;
3434 strcat(buf, spellpathnames[i]); 3203 strcat (buf, spellpathnames[i]);
3435 } 3204 }
3436 } 3205 }
3437 strcat(buf,"."); 3206 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3208 }
3440 3209
3441 /* evtl. adding flags: */ 3210 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3211 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3212 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3213 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3214 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3216 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3217
3449 /* print message if there is one */ 3218 /* print message if there is one */
3450 if (item->msg != NULL) 3219 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 }
3222 else
3452 } 3223 {
3453 else {
3454 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3228 }
3461} 3229}
3462 3230
3463/** 3231/**
3464 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3233 * not readied.
3466 */ 3234 */
3235void
3467void player_unready_range_ob(player *pl, object *ob) { 3236player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3469 3240
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3242 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3243
3473 if (pl->shoottype == i) { 3244 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3245 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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