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

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