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

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