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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 2009 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
122 { 146 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 147 case SKILL:
124 break; 148 op->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 149 break;
167 } 150
168 strncat(news+size,buf,HUGE_BUF-size); 151 case WAND:
169 size+=strlen(buf); 152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
170 } 161 }
171 } 162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
172 175 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 178 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 179
181int playername_ok(const char *cp) { 180 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
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
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 184
230 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
235 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 234 * we deal with that below this point.
237 */ 235 */
238 p->party=NULL; 236 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 237 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 239
244#ifdef AUTOSAVE 240 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 241
246#endif 242 gen_sp_armour = 10;
243 bowtype = bow_normal;
244 petmode = pet_normal;
245 usekeys = containers;
246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
247 261 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 ob->destroy_inv (false);
263 ob->destroy ();
249 264 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 265
259 roll_stats(op); 266 ob = observe = viewpoint = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 267}
301 268
302 269player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 270{
306 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
307 op->x = -1; 272 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 273}
341 274
342/* 275/*
343 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
346 */ 279 */
280static archetype *
347archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
348{ 282{
349 archetype *start = at; 283 // archetypes could have been reloaded
350 for (;;) { 284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 285
352 at=first_archetype; 286 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 287 return at;
357 if (at == start) { 288
358 LOG (llevError, "No Player archetypes\n"); 289 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 290
360 } 291 for (;;)
361 } 292 {
362} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
363 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
364 302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
321}
322
323object *
365object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
366 object *op = NULL; 326 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 327 objectlink *ol;
369 unsigned lastdist; 328 unsigned lastdist;
370 rv_vector rv; 329 rv_vector rv;
371 330
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 332 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 334 continue;
399 335
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 336 if (lastdist > rv.distance)
409 op=pl->ob; 337 {
338 op = ol->ob;
410 lastdist=rv.distance; 339 lastdist = rv.distance;
340 }
411 } 341 }
412 } 342
413 } 343 for_all_players (pl)
344 if (can_detect_enemy (mon, pl->ob, &rv))
345 if (lastdist > rv.distance)
346 {
347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
414#if 0 351#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 353#endif
417 return op; 354 return op;
418} 355}
419 356
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 357/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 358 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 373 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 374 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 375 * is probably not a good thing.
439 */ 376 */
440#define MAX_SPACES 50 377#define MAX_SPACES 50
441
442 378
443/* 379/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 381 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 382 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 395 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 396 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 397 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 398 * is blocking itself.
463 */ 399 */
400int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
465 rv_vector rv; 403 rv_vector rv;
466 sint16 x,y; 404 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
469 407
470 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
471 409
472 if (rv.distance<mindiff) return 0; 410 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 411 return 0;
725}
726 412
727void confirm_password(object *op) { 413 x = mon->x;
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 419
729 op->contr->write_buf[0]='\0'; 420 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 421 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 422 return 0;
732}
733 423
424 while (diff > 1 && max > 0)
425 {
426 lastx = x;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431
432 mflags = get_map_flags (m, &m, x, y, &x, &y);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434
435 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
439 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before.
441 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
443 if (rv.direction != dir)
444 {
445 /* OK - says direction should be different - lets reset the
446 * the values so it will try again.
447 */
448 x = lastx;
449 y = lasty;
450 m = lastmap;
451 dir = firstdir = rv.direction;
452 }
453 else
454 {
455 /* direct path is blocked - try taking a side step to
456 * either the left or right.
457 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting
460 * too big (3 or maybe 4 or higher) as the monster may just try
461 * stepping back and forth
462 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
466 continue; /* already did this, so skip it */
467 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in
469 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance,
472 * gets blocked, finds that it should move north,
473 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully
476 * moved.
477 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap;
482 mflags = get_map_flags (m, &m, x, y, &x, &y);
483 if (mflags & P_OUT_OF_MAP)
484 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
488 if (mflags & P_BLOCKSVIEW)
489 continue;
490
491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
493 }
494 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path.
496 */
497 if (i == (DETOUR_AMOUNT + 1))
498 return 0;
499 diff--;
500 lastdir = dir;
501 max--;
502 if (!firstdir)
503 firstdir = dir + i;
504 } /* else check alternate directions */
505 } /* if blocked */
506 else
507 {
508 /* we moved towards creature, so diff is less */
509 diff--;
510 max--;
511 lastdir = dir;
512 if (!firstdir)
513 firstdir = dir;
514 }
515
516 if (diff <= 1)
517 {
518 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance.
520 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 }
524
525 if (diff > max)
526 return 0;
527 }
528
529 /* If we reached the max, didn't find a direction in time */
530 if (!max)
531 return 0;
532
533 return firstdir;
534}
535
536void
537give_initial_items (object *pl, treasurelist *items)
538{
539 if (pl->randomitems)
540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
541
542 for (object *next, *op = pl->inv; op; op = next)
543 {
544 next = op->below;
545
546 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way
548 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
550 SET_FLAG (op, FLAG_APPLIED);
551
552 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions
554 */
555 if (pl->type == PLAYER)
556 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
559 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
564 {
565 op->destroy ();
566 continue;
567 }
568 }
569
570 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex
573 */
574 if (op->type == SKILL)
575 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break;
583 }
584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
589 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
591
592 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be
594 * merged properly.
595 */
596 if (need_identify (op))
597 {
598 SET_FLAG (op, FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
604 {
605 op->destroy ();
606 continue;
607 }
608 else if (op->type == SKILL)
609 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0;
612 op->level = 1;
613 }
614 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */
617
618 /* Need to set up the skill pointers */
619 pl->contr->link_skills ();
620}
621
622void
734void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
735 if (party == NULL) { 625 if (party == NULL)
626 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 628 return;
738 } 629 }
630
739 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 635}
744
745 636
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 638static int
639roll_stat ()
640{
748 int a[4],i,j,k; 641 int a[4], i, j, k;
749 642
750 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
752 645
753 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 647 if (a[i] < k)
755 k=a[i],j=i; 648 k = a[i], j = i;
756 649
757 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 651 if (i != j)
759 k+=a[i]; 652 k += a[i];
760 } 653
761 return k; 654 return k;
762} 655}
763 656
764void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
765 int sum=0; 664 int sum = 0;
766 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
768 667
769 do { 668 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 669 break;
771 op->stats.Dex=roll_stat(); 670 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 671
782 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 673 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 674
791 /* a quick and dirty bubblesort? */ 675 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 676 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 677
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 678 stats.exp = 0;
822 op->stats.ac=0; 679 stats.ac = 0;
823 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
824 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
827 690
828 fix_player(op); 691 contr->orig_stats = stats;
692 }
693}
694
695void
696object::swap_stats (int a, int b)
697{
698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
699
700 for (int i = 0; i < NUM_STATS; ++i)
701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
829 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
832 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
833} 723}
834 724
835void Roll_Again(object *op) 725static void
726start_info (object *op)
836{ 727{
837 esrv_new_player(op->contr, 0);
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 728 char buf[MAX_BUF];
845 729
846 if ( op->contr->Swap_First == -1 ) { 730 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 731 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 732}
954 733
955/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
959 * not the class. 738 * not the class.
960 */ 739 */
961 740void
962int key_change_class(object *op, char key) 741player::chargen_race_done ()
963{ 742{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 743 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 745
746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
749
978 INVOKE_PLAYER (BIRTH, op->contr); 750 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 751 INVOKE_PLAYER (LOGIN, ob->contr);
980 752
981 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
982 754
983 if (op->msg) { 755 if (ob->msg)
984 free_string(op->msg); 756 ob->msg = 0;
985 op->msg=NULL;
986 }
987 757
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 758 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
1002 fix_player(op); 762 ob->update_stats ();
1003 763
1004 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1005 * is one for this race 765 * is one for this race
1006 */ 766 */
1007 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
1008 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 769 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 771}
1024 return 0;
1025 }
1026 772
773void
774player::chargen_race_next ()
775{
1027 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1029 */ 778 */
1030 779
1031 tmp_loop = 0; 780 do
1032 while(!tmp_loop) { 781 {
1033 const char *name = add_string (op->name); 782 shstr name = ob->name;
1034 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 784
1036 remove_ob (op); 785 ob->remove_statbonus ();
786 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
1039 op->instantiate (); 789 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 791 ob->name = ob->name_pl = name;
1042 op->name = name; 792 ob->x = x;
1043 free_string(op->name_pl); 793 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 797 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 798 }
799 while (!allowed_class (ob));
800
1056 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 803 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 806 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 807}
1067 808
1068int key_confirm_quit(object *op, char key) 809static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 810flee_player (object *op)
811{
1114 int dir,diff; 812 int dir, diff;
1115 rv_vector rv; 813 rv_vector rv;
1116 814
1117 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 819 return;
820 }
821
822 if (!op->enemy)
1121 } 823 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 826 return;
1127 } 827 }
1128 828
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
1140 op->enemy=NULL; 831 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 833 return;
1143 } 834 }
835
1144 get_rangevector(op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1145 837
1146 dir=absdir(4+rv.direction); 838 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 839 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 840 {
841 int m = 1 - rndm (2) * 2;
842
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
844 return;
845 }
846
1154 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 849 op->enemy = NULL;
1157} 850}
1158
1159 851
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 853 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 854 * stop.
1163 */ 855 */
856int
1164int check_pick(object *op) { 857check_pick (object *op)
858{
1165 object *tmp, *next; 859 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 860 int stop = 0;
1168 int j, k, wvratio; 861 int wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171 862
1172 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1174 return 1; 865 return 1;
1175 866
1176 op_tag = op->count;
1177
1178 next = op->below; 867 next = op->below;
1179 if (next) 868
1180 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 871
1182 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 873 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1185 { 875 {
1186 tmp = next; 876 tmp = next;
1187 next = tmp->below; 877 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 878
1191 if (was_destroyed (op, op_tag)) 879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
885 if (op->destroyed ())
1192 return 0; 886 return 0;
1193 887
1194 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1195 continue; 889 continue;
1196 890
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 892 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1201 continue; 896 continue;
1202 } 897 }
1203 898
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 899 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1241 { 901 {
1242 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 903 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 905 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 906 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 907 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 908
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
1281 /* philosophy: 918 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 919 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 920 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 922 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 923 * example.
1287 * The drawback: right now it has no frontend, so you need to 924 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 925 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1295 932
1296 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1299 936
1300 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 939 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1305 942
1306 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 944 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 945 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1310 948
1311 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1313 952
1314 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
1316 956
1317 /* all food and drink if desired */ 957 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1322 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 967 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1325 972
1326 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1329 979
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1334 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1337 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1340 1001
1341 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1345 1012
1346 /* pick up all magical items */ 1013 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1350 1021
1351 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1352 { 1023 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1355 } 1029 }
1356 1030
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 /* we don't forget dragon food */
1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1361 1049
1362 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1366 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1369 1064
1370 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1374 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1377 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1380 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1383 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1386 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1389 1107
1390 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1394 1115
1395 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1118 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1119 if (tmp->type == WEAPON)
1399 { 1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1121 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1122 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1123 continue;
1403 } 1124 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1125 }
1411 1126
1412 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1416 1134
1417 /* any of the last 4 bits set means we use the ratio for value 1135 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1136 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1420 { 1138 {
1421 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1141 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1142 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1145 {
1428 pick_up(op, tmp);
1429#if 0 1146#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1432 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1433 } 1151 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1152 else
1153 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1156#endif
1438 continue; 1157 CHK_PICK_PICKUP;
1439 } 1158 continue;
1159 }
1160 } /* the new pickup model */
1440 } 1161 }
1441 } /* the new pickup model */ 1162
1442 }
1443 return ! stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1444} 1199}
1445 1200
1446/* 1201/*
1447 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1204 * found object is returned.
1450 */ 1205 */
1206static object *
1451object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1452{ 1208{
1453 object *tmp = NULL; 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1454 1212
1455 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1216 {
1459 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1218 return arrow;
1219 }
1220
1460 return op; 1221 return 0;
1461 return tmp;
1462} 1222}
1463 1223
1464/* 1224/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1226 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1227 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1229 */
1470 1230static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1232{
1473 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1475 1235
1476 if (!type) 1236 if (!type)
1477 return NULL; 1237 return NULL;
1478 1238
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1242 {
1243 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1484 if (i > betterby) { 1246 if (i > betterby)
1485 tmp = ntmp; 1247 {
1486 betterby = i; 1248 tmp = ntmp;
1487 } 1249 betterby = i;
1250 }
1251 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1489 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1256 {
1492 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1258 {
1494 return arrow; 1259 *better = 100;
1495 } else { 1260 return arrow;
1496 tmp = arrow; 1261 }
1262 else
1263 {
1264 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1266 }
1499 } else { 1267 }
1268 else
1269 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1501 attacktype = 1<<attacknum; 1272 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1275 {
1276 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1278 }
1507 } 1279 }
1280
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1282 {
1283 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1285 }
1286
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1288 {
1289 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1291 }
1292 }
1293 }
1516 } 1294 }
1517 } 1295
1518 }
1519 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1297 return find_arrow (op, type);
1521 1298
1522 *better = betterby; 1299 *better = betterby;
1523 return tmp; 1300 return tmp;
1524} 1301}
1525 1302
1526/* looks in a given direction, finds the first valid target, and calls 1303/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1305 * op = the shooter
1529 * type = bow->race 1306 * type = bow->race
1530 * dir = fire direction 1307 * dir = fire direction
1531 */ 1308 */
1532 1309static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1311{
1535 object *tmp = NULL; 1312 object *tmp = NULL;
1536 mapstruct *m; 1313 maptile *m;
1537 int i, mflags, found, number; 1314 int i, mflags, found, number;
1538 sint16 x, y; 1315 sint16 x, y;
1539 1316
1540 if (op->map == NULL) 1317 if (op->map == NULL)
1541 return find_arrow(op, type); 1318 return find_arrow (op, type);
1542 1319
1543 /* do a dex check */ 1320 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1322 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1323 return find_arrow (op, type);
1547 1324
1548 m = op->map; 1325 m = op->map;
1549 x = op->x; 1326 x = op->x;
1550 y = op->y; 1327 y = op->y;
1551 1328
1552 /* find the first target */ 1329 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1554 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1337 {
1559 break; 1338 tmp = 0;
1339 break;
1340 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1563 */ 1345 */
1564 tmp = NULL; 1346 tmp = 0;
1565 break; 1347 break;
1566 } 1348 }
1349
1567 if (mflags & P_IS_ALIVE) { 1350 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1353 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1354 }
1577 if (tmp == NULL) 1355
1356 if (!tmp)
1578 return find_arrow(op, type); 1357 return find_arrow (op, type);
1579 1358
1580 if (tmp->head) 1359 if (tmp->head)
1581 tmp = tmp->head; 1360 tmp = tmp->head;
1582 1361
1583 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1584} 1363}
1585 1364
1586/* 1365/*
1587 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1370 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1371 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1372 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1373 * player fire modes.
1595 */ 1374 */
1375int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1377{
1599 object *left, *bow; 1378 object *left, *bow;
1600 tag_t left_tag, tag; 1379 int mflags;
1601 int bowspeed, mflags; 1380 maptile *m;
1602 mapstruct *m;
1603 1381
1604 if (!dir) { 1382 if (!dir)
1383 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1607 } 1391 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1394 * don't need to switch back and forth between bows and weapons.
1614 */ 1395 */
1615 if(bow->type==BOW) 1396 if (bow->type == BOW)
1616 break; 1397 break;
1617 1398
1618 if (!bow) { 1399 if (!bow)
1400 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1402 return 0;
1621 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1622 } 1407 }
1408
1623 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1412 return 0;
1626 } 1413 }
1627 1414
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1415 if (arrow == NULL)
1416 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1638 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1422 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1644 return 0; 1425 return 0;
1645 } 1426 }
1646 } 1427 }
1428
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1431 return 0;
1650 } 1432
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1436 return 0;
1654 } 1437 }
1655 1438
1656 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1444 return 0;
1445 }
1662 1446
1663 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1448 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1666 if (arrow == NULL) { 1450 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1452 return 0;
1669 return 0;
1670 } 1453 }
1671 set_owner(arrow, op); 1454
1672 if (arrow->skill) free_string(arrow->skill); 1455 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1456 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1457 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1458
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1463
1691 /* Note that this was different for monsters - they got their level 1464#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1693 */
1694 1466 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1699 /* update the speed */ 1481 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1482 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1483 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1484
1705 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1709 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1710 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1721 arrow->level = op->level; 1502 arrow->level = op->level;
1722 } 1503 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1504
1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1724 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1509 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1510
1728 arrow->map = m; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1517
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1520
1736 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1522 move_arrow (arrow);
1738 1523
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1524 return 1;
1746} 1525}
1747 1526
1748/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1528 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1532 * hence the function name.
1754 */ 1533 */
1534static int
1755int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1756{ 1536{
1757 int ret=0, wcmod=0; 1537 int ret;
1758 1538
1759 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1540 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1541 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1542 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1544 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1547 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1551 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1553 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1557 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1559 }
1777 } else { 1560 else
1561 {
1778 /* Simple case */ 1562 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1564 }
1565
1781 return ret; 1566 return ret;
1782} 1567}
1783
1784 1568
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1787 */ 1571 */
1572static void
1788void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1789{ 1574{
1790 object *item; 1575 object *item = op->contr->ranged_ob;
1791 1576
1792 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1580 return;
1795 } 1581 }
1796 1582
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1583 if (!item->inv)
1584 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1586 return;
1801 } 1587 }
1802 if (item->type == WAND) { 1588
1803 if(item->stats.food<=0) { 1589 if (!op->change_weapon (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1590 return;
1807 } 1591
1592 if (item->type == WAND)
1593 {
1594 if (item->stats.food <= 0)
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1599 return;
1600 }
1601 }
1602 else if (item->type == ROD || item->type == HORN)
1603 {
1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1609 {
1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1612 if (item->type == ROD)
1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1614 else
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1617 return;
1618 }
1619 }
1620
1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1625 if (item->type == WAND)
1626 {
1627 if (!(--item->stats.food))
1628 {
1629 object *tmp;
1630
1631 if (item->arch)
1632 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1634 item->face = item->arch->face;
1635 item->set_speed (0);
1636 }
1637
1638 if (object *pl = item->visible_to ())
1639 esrv_update_item (UPD_ANIM, pl, item);
1640 }
1641 }
1808 } else if (item->type == ROD || item->type==HORN) { 1642 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1643 drain_rod_charge (item);
1838 }
1839 } 1644 }
1840} 1645}
1841 1646
1842/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1843 */ 1648 */
1649bool
1844void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1845 int spellcost=0; 1652 int spellcost = 0;
1846 1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1847 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1849 1678
1850 switch(op->contr->shoottype) { 1679 switch (ob->type)
1851 case range_none: 1680 {
1852 return; 1681 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1856 return; 1683 break;
1857 1684
1858 case range_magic: /* Casting spells */ 1685 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1687 break;
1861 1688
1862 case range_misc: 1689 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1698 fire_misc_object (op, dir);
1699 break;
1700 }
1701
1702 return true;
1703}
1704
1705static object *
1706find_key_ (object *pl, object *container, object *door)
1707{
1708 object *tmp, *key;
1709
1710 /* Should not happen, but sanity checking is never bad */
1711 if (!container->inv)
1712 return 0;
1713
1714 /* First, lets try to find a key in the top level inventory */
1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 {
1717 if (door->type == DOOR && tmp->type == KEY)
1718 break;
1719
1720 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys
1722 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break;
1725 }
1726
1727 /* No key found - lets search inventories now */
1728 /* If we find and use a key in an inventory, return at that time.
1729 * otherwise, if we search all the inventories and still don't find
1730 * a key, return
1731 */
1732 if (!tmp)
1733 {
1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1735 /* No reason to search empty containers */
1736 if (tmp->type == CONTAINER && tmp->inv)
1737 if ((key = find_key_ (pl, tmp, door)))
1738 return key;
1739
1740 if (!tmp)
1887 return; 1741 return 0;
1888 default: 1742 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
1890 return; 1744 /* We get down here if we have found a key. Now if its in a container,
1745 * see if we actually want to use it
1746 */
1747 if (pl != container)
1891 } 1748 {
1892} 1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1751 return 0;
1893 1752
1753 /* cases where this fails:
1754 * If we only search the player inventory, return now since we
1755 * are not in the players inventory.
1756 * If the container is not active, return now since only active
1757 * containers can be used.
1758 * If we only search keyrings and the container does not have
1759 * a race/isn't a keyring.
1760 * No checking for all containers - to fall through past here,
1761 * inv must have been an container and must have been active.
1762 *
1763 * Change the color so that the message doesn't disappear with
1764 * all the others.
1765 */
1766 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL;
1773 }
1774 }
1894 1775
1776 return tmp;
1777}
1895 1778
1896/* find_key 1779/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1780 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1781 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1784 * pl is the player,
1902 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1905 */ 1788 */
1906 1789object *
1907object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1908{ 1791{
1909 object *tmp,*key; 1792 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1793 {
1923 /* No key found - lets search inventories now */ 1794 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1795 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1796 // of searching through containers ourselves.
1926 * a key, return 1797
1927 */ 1798 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1799 }
1934 } 1800 else
1935 if (!tmp) return NULL; 1801 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1802}
1969 1803
1970/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1973 * 0 otherwise 1807 * 0 otherwise
1974 */ 1808 */
1809static int
1975static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1976{ 1811{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1813 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1981 */ 1815 */
1982 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1983 1817
1984 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1985 if (key) { 1819 if (key)
1820 {
1986 object *container=key->env; 1821 object *container = key->env;
1987 1822
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1823 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1824 make_visible (op);
1825
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1827 spring_trap (door->inv, op);
1828
1991 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1996 "You open the door with the %s", query_short_name(key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1835 }
1836
1999 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1839
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
2005 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
2006 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1846 return 1;
2009 } 1847 }
1848
2010 return 0; 1849 return 0;
2011} 1850}
2012 1851
2013/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2018 */ 1857 */
2019 1858bool
2020void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2021{ 1860{
2022 object *tmp, *mon, *tpl; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2024 int on_battleground; 1867 int on_battleground;
2025 mapstruct *m;
2026 1868
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2031 1871
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1872 on_battleground = op_on_battleground (op, 0, 0);
2033 1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
1876
2034 /* If braced, or can't move to the square, and it is not out of the 1877 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1878 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1879 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1880 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1881 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1882 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1883 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1884 * move_ob uses.
2042 */ 1885 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1886 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1887
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1888 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1889 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1890 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1891 * on the space
2060 */ 1892 */
2061 while (tmp!=NULL) { 1893 object *mon;
2062 if (tmp == op) { 1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1895 {
2064 continue; 1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2065 } 1901 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1902
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 1903 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1904 return false; /* into a wall */
2077 1905
2078 if(mon->head != NULL)
2079 mon = mon->head; 1906 mon = mon->head_ ();
2080 1907
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
1914 }
2083 1915
2084 /* The following deals with possibly attacking peaceful 1916 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1917 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1918 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1919 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1920 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1921 * and thus will not push them.
2090 */ 1922 */
2091 1923
2092 /* If the creature is a pet, push it even if the player is not 1924 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1925 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1926 * player owns it and it is either friendly or unagressive.
2095 */ 1927 */
2096 if ((op->type==PLAYER) 1928 if (op->type == PLAYER
2097#if COZY_SERVER 1929 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1930 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1931 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1933 {
2109 /* If we're braced, we don't want to switch places with it */ 1934 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1935 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1936 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
1950 else
1951 return false;
1952 }
1953
2117 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1957 * attack them either.
2121 */ 1958 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1961 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
1969 if (!op->contr->braced)
2131 )) { 1970 {
2132 if (!op->contr->braced) { 1971 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1972 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1973 }
2135 } else { 1974 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
1976
1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1978 make_visible (op);
1979
1980 return true;
1981 }
2137 } 1982 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1983 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1984 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1985 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
1989 {
1990 --op->speed_left;
1991
2145 recursive_roll(mon,dir,op); 1992 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1993 if (action_makes_visible (op))
2147 } 1994 make_visible (op);
2148 1995
1996 return true;
1997 }
1998 }
2149 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2000 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2001 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2002 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2003 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2004 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2007 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 {
2010 --op->contr->weapon_sp_left;
2159 2011
2160 /* If the player hasn't hit something this tick, and does 2012 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2013
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2014 if (action_makes_visible (op))
2015 make_visible (op);
2016
2017 return true;
2018 }
2169 } 2019 }
2170 2020
2171 skill_attack(mon, op, 0, NULL, NULL); 2021 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2022}
2189 2023
2024bool
2190int move_player(object *op,int dir) { 2025move_player (object *op, int dir)
2191 int pick; 2026{
2192 object *transport = op->contr->transport; 2027 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2028 return 0;
2029
2030 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9))
2032 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0;
2035 }
2036
2037 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040
2041 op->facing = dir;
2042
2043 if (op->flag [FLAG_HIDDEN])
2044 do_hidden_move (op);
2045
2046 bool retval;
2047 int pick = 0;
2048
2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2050 retval = RESULT_INT (0);
2051 else if (op->contr->fire_on)
2052 retval = fire (op, dir);
2053 else
2054 {
2055 retval = move_player_attack (op, dir);
2056 pick = check_pick (op);
2057 }
2058
2059 /* Add special check for newcs players and fire on - this way, the
2060 * server can handle repeat firing.
2061 */
2062 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2063 op->direction = dir;
2064 else
2065 op->direction = 0;
2066
2067 /* Update how the player looks. Use the facing, so direction may
2068 * get reset to zero. This allows for full animation capabilities
2069 * for players.
2070 */
2071 animate_object (op, op->facing);
2072
2073 return retval;
2256} 2074}
2257 2075
2258/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2077 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2079 * the new speed values for commands.
2262 * 2080 *
2263 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2264 */ 2084 */
2085bool
2265int handle_newcs_player(object *op) 2086handle_newcs_player (object *op)
2266{ 2087{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2088 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2089 {
2090 if (op->speed_left > 0.f)
2091 {
2092 --op->speed_left;
2093 flee_player (op);
2291 2094
2292 /* I've been seeing crashes where the golem has been destroyed, but 2095 return true;
2293 * the player object still points to the defunct golem. The code that 2096 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2097 else
2295 * put this in a a workaround to clean up the golem pointer. 2098 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2099 }
2303 2100
2304 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2103 * called, so we recheck it here.
2307 */ 2104 */
2308 HandleClient(&op->contr->socket, op->contr); 2105 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2106 return true;
2310 2107
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2108 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2109 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2110
2321 else return 0; 2111 return false;
2322 } 2112}
2113
2114static int
2115save_life (object *op)
2116{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2118 return 0;
2324}
2325 2119
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2122 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2123 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2125
2338 if (op->contr) 2126 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2128
2343 if(op->stats.hp<0) 2129 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2131
2345 if(op->stats.food<0) 2132 if (op->stats.food < 0)
2346 op->stats.food = 999; 2133 op->stats.food = 999;
2347 fix_player(op); 2134
2135 op->update_stats ();
2348 return 1; 2136 return 1;
2349 } 2137 }
2138
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2140 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2142 return 0;
2354} 2143}
2355 2144
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2146 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2147 * function will descend into containers. op is the object to start the search
2359 * from. 2148 * from.
2360 */ 2149 */
2150static void
2361void remove_unpaid_objects(object *op, object *env) 2151drop_unpaid_items (object *op, object *env)
2362{ 2152{
2363 object *next;
2364
2365 while (op) { 2153 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2154 {
2367 * we remove object 'op' 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2156
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2158 op->insert_at (env);
2371 op->x = env->x; 2159 else if (op->inv)
2372 op->y = env->y; 2160 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2161
2382 2162 op = next;
2383/*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2163 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2164}
2419 2165
2166void
2167object::drop_unpaid_items ()
2168{
2169 if (!flag [FLAG_REMOVED])
2170 ::drop_unpaid_items (inv, this);
2171}
2420 2172
2421 2173void
2422void do_some_living(object *op) { 2174do_some_living (object *op)
2175{
2423 int last_food=op->stats.food; 2176 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2178 int over_hp, over_sp, over_grace;
2426 int i; 2179 int i;
2427 int rate_hp = 1200; 2180 int rate_hp = 1200;
2428 int rate_sp = 2500; 2181 int rate_sp = 2500;
2429 int rate_grace = 2000; 2182 int rate_grace = 2000;
2430 const int max_hp = 1; 2183 const int max_hp = 1;
2431 const int max_sp = 1; 2184 const int max_sp = 1;
2432 const int max_grace = 1; 2185 const int max_grace = 1;
2433 2186
2434 if (op->contr->outputs_sync) { 2187 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2188 {
2436 if (op->contr->outputs[i].buf!=NULL && 2189 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2190 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2439 } 2196 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2198 {
2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2204 }
2440 2205
2441 if(op->contr->state==ST_PLAYING) { 2206 if (op->contr->ns->state == ST_PLAYING)
2442 2207 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2209 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2210 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2211 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2212 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2213 {
2214 gen_hp = op->stats.maxhp;
2215 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2216 }
2217
2218 if (op->contr->gen_sp >= 0)
2219 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2220 else
2221 {
2222 gen_sp = op->stats.maxsp;
2223 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2224 }
2225
2226 if (op->contr->gen_grace >= 0)
2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2228 else
2229 {
2230 gen_grace = op->stats.maxgrace;
2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2232 }
2233
2234 /* Regenerate Grace */
2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2236 if (--op->last_grace < 0)
2237 {
2238 if (op->stats.grace < op->stats.maxgrace / 2)
2239 op->stats.grace++; /* no penalty in food for regaining grace */
2240
2241 if (max_grace > 1)
2242 {
2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2244 if (over_grace > 0)
2245 {
2246 op->stats.sp += over_grace
2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2248 op->last_grace = 0;
2249 }
2250 else
2251 {
2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2254 }
2255 else
2256 {
2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2258 }
2259 /* wearing stuff doesn't detract from grace generation. */
2260 }
2261
2262 if (op->stats.food > 0)
2263 {
2264 /* Regenerate Spell Points */
2265 if (!op->contr->golem && --op->last_sp < 0)
2266 {
2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2268
2269 if (op->stats.sp < op->stats.maxsp)
2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2276 op->stats.food--;
2277
2278 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion;
2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2281 op->stats.food = last_food;
2282 }
2283 }
2284
2285 if (max_sp > 1)
2286 {
2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2305 }
2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2314 {
2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2340 }
2341 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2343 }
2344 }
2345
2346 /* Digestion */
2347 if (--op->last_eat < 0)
2348 {
2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2351
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353
2561 /* dms do not consume food */ 2354 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2356 op->stats.food--;
2564 } 2357 }
2565 2358
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2360 {
2361 object *flesh = 0;
2568 2362
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2363 for_inv_removable (op, tmp)
2364 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2368 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2369 {
2573 manual_apply(op,tmp,0); 2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0);
2373
2574 if(op->stats.food>=0||op->stats.hp<0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2375 break;
2576 } 2376 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2377 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2378 flesh = tmp;
2579 } /* end of for loop */ 2379 }
2380
2580 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2382 * eat flesh instead.
2582 */ 2383 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2384 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2388 manual_apply (op, flesh, 0);
2586 } 2389 }
2587 } /* end if player is starving */
2588 2390
2589 while(op->stats.food<0&&op->stats.hp>0) 2391 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2392 if (op->stats.food < 0)
2591 2393 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2395 }
2396
2397 if (op->stats.food < 0)
2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2401
2402 if (op->stats.hp < 0)
2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2408
2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2411 kill_player (op);
2412 }
2413}
2597 2414
2598/* If the player should die (lack of hp, food, etc), we call this. 2415/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2416 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2417 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2418 * file.
2602 */ 2419 */
2420void
2603void kill_player(object *op) 2421kill_player (object *op)
2604{ 2422{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2423 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2424 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2425 int will_kill_again;
2614 archetype *at; 2426 archetype *at;
2615 object *tmp; 2427 object *tmp;
2616 2428
2617 if(save_life(op)) 2429 if (save_life (op))
2618 return; 2430 return;
2619 2431
2432 dynbuf_text deathtab;
2620 2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2469
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2473 */
2625 if (op_on_battleground(op, &x, &y)) { 2474 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2475 {
2627 "You have been defeated in combat!"); 2476 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2477
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2478 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2480
2655 { 2481 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2483 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2486 (int)op->level,
2661 op->contr->killer); 2487 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2488 );
2489 tmp->value = 0, tmp->type = 0;
2490 tmp->material = name_to_material (shstr_organic);
2491 tmp->insert_at (op, tmp);
2492
2669 /* teleport defeated player to new destination*/ 2493 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2495 op->contr->braced = 0;
2672 return;
2673 }
2674 2496
2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2498 return;
2499 }
2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2675 INVOKE_PLAYER (DEATH, op->contr); 2504 INVOKE_PLAYER (DEATH, op->contr);
2676 2505
2677 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2678 2507
2679 if(op->stats.food<0) { 2508 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2509
2700 /* save the map location for corpse, gravestone*/ 2510 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2511 x = op->x;
2512 y = op->y;
2513 map = op->map;
2702 2514
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2515 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2516 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2517 * See the config.h file for a little more in depth detail about this.
2708 */ 2518 */
2709 2519
2710 /* Basically two ways to go - remove a stat permanently, or just 2520 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2521 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2522 * of death.
2713 */ 2523 */
2714#ifndef COZY_SERVER 2524#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2525 if (settings.balanced_stat_loss)
2526 {
2716 /* If stat loss is permanent, lose one stat only. */ 2527 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2528 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2529 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2530 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2531 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2532 little bit harder. */
2722 /* GD */ 2533 /* GD */
2723 if (settings.stat_loss_on_death) 2534 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2535 num_stats_lose = 1;
2725 else 2536 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2538 }
2539 else
2728 num_stats_lose = 1; 2540 num_stats_lose = 1;
2729 } 2541
2730 lost_a_stat = 0; 2542 lost_a_stat = 0;
2731 2543
2732 for (z=0; z<num_stats_lose; z++) { 2544 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2545 {
2546 i = rndm (NUM_STATS);
2734 2547
2735 if (settings.stat_loss_on_death) { 2548 if (settings.stat_loss_on_death)
2549 {
2736 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2551 * what he lost.
2738 */ 2552 */
2739 change_attr_value(&(op->stats), i,-1); 2553 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2554 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2555 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2556 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2557 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2558 lost_a_stat = 1;
2745 } else { 2559 }
2560 else
2561 {
2746 /* deplete a stat */ 2562 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2564 object *dep;
2565
2566 dep = present_arch_in_ob (deparch, op);
2567 if (!dep)
2749 2568 {
2750 dep = present_arch_in_ob(deparch,op); 2569 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2570 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2571 }
2783 if (lose_this_stat) { 2572 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss)
2574 {
2575 /* GD */
2576 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2577 this_stat = get_attr_value (&(dep->stats), i);
2578 if (this_stat < 0)
2579 {
2580 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2581 int keep_chance = this_stat * this_stat;
2582
2583 /* Yes, I am paranoid. Sue me. */
2584 if (keep_chance < 1)
2585 keep_chance = 1;
2586
2587 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 {
2590 lose_this_stat = 0;
2591 /* Take loss chance vs keep chance to see if we
2592 retain the stat. */
2593 }
2594 else
2595 {
2596 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2597 lose_this_stat = 0;
2598 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2599 this_stat, keep_chance, loss_chance,
2600 lose_this_stat?"LOSE":"KEEP"); */
2601 }
2602 }
2603 }
2604
2605 if (lose_this_stat)
2606 {
2607 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2612 * difference.
2790 */ 2613 */
2791 if (this_stat>=-50) { 2614 if (this_stat >= -50)
2615 {
2792 change_attr_value(&(dep->stats), i, -1); 2616 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2617 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2619 op->update_stats ();
2796 lost_a_stat = 1; 2620 lost_a_stat = 1;
2797 } 2621 }
2798 } 2622 }
2623 }
2799 } 2624 }
2800 } 2625
2801 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2627 if (!lost_a_stat)
2803 { 2628 {
2804 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2631 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2632
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2633 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2635 else
2811 else 2636 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2637 }
2638#else
2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2640#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2641
2819 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2643 * exp loss on the stone.
2821 */ 2644 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2648 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2649 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2650 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2652
2836 /**************************************/ 2653 /**************************************/
2837 /* */ 2654 /* */
2838 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2656 /* */
2842 /**************************************/ 2657 /**************************************/
2843 2658
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2660 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2661
2870 /* 2662 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2663 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2664 * and put them back in the map.
2873 * in the map. 2665 */
2874 */ 2666 op->drop_unpaid_items ();
2875 2667
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2668 /****************************************/
2885 /* */ 2669 /* */
2886 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2888 /* */ 2672 /* */
2889 /****************************************/ 2673 /****************************************/
2890 2674
2891 enter_player_savebed(op); 2675 enter_player_savebed (op);
2892 2676
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2677 op->contr->braced = 0;
2897 save_player(op,1);
2898 2678
2899 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2682 * on the space that might harm the player.
2903 */ 2683 */
2904 will_kill_again=0; 2684 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2685 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2686 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2687 will_kill_again |= tmp->attacktype;
2908 } 2688
2909 if (will_kill_again) { 2689 if (will_kill_again)
2690 {
2910 object *force; 2691 object *force;
2911 int at; 2692 int at;
2912 2693
2913 force=get_archetype(FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2696 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2697 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2699 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2701 force->resist[at] = 100;
2921 } 2702
2922 insert_ob_in_ob(force, op); 2703 insert_ob_in_ob (force, op);
2923 fix_player(op); 2704 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2705 }
2982 }
2983 play_again(op);
2984 2706
2985 /* peterm: added to create a corpse at deathsite. */ 2707 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2708}
2999 2709
3000 2710static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2711loot_object (object *op)
2712{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2713 object *tmp, *tmp2, *next;
3003 2714
3004 if (op->container) { /* close open sack first */ 2715 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2716
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2717 for (tmp = op->inv; tmp; tmp = next)
2718 {
3009 next=tmp->below; 2719 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2720
3011 remove_ob(tmp); 2721 if (tmp->invisible)
2722 continue;
2723
2724 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2725 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2726
3014 loot_object(tmp); 2727 if (tmp->type == CONTAINER)
3015 } 2728 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2729
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2731 {
3018 if(tmp->nrof>1) { 2732 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2733 {
3020 free_object(tmp2); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2736 }
2737 else
2738 tmp->destroy ();
2739 }
3022 } else 2740 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2742 }
3027} 2743}
3028 2744
3029/* 2745/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2748 * was changed.
3033 */ 2749 */
2750void
2751fix_weight ()
2752{
2753 for_all_players (pl)
2754 {
2755 sint32 old = pl->ob->carrying;
3034 2756
3035void fix_weight(void) { 2757 pl->ob->update_weight ();
3036 player *pl; 2758
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2759 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2760 {
3039 if(old == sum) 2761 pl->ob->update_stats ();
3040 continue; 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2763 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2764 }
3045} 2765}
3046 2766
3047void fix_luck(void) { 2767void
3048 player *pl; 2768fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2769{
2770 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2771 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2772 pl->ob->change_luck (0);
3052} 2773}
3053
3054 2774
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2776 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2777 * just treat this as any other spell casting object.
3058 */ 2778 */
3059
3060void 2779void
3061cast_dust (object * op, object * throw_ob, int dir) 2780cast_dust (object *op, object *throw_ob, int dir)
3062{ 2781{
3063 object *skop, *spob; 2782 object *skop, *spob;
3064 2783
3065 skop = find_skill_by_name (op, throw_ob->skill); 2784 skop = find_skill_by_name (op, throw_ob->skill);
3066 2785
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2786 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2787 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2788 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2789 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2790 return;
3073 } 2791 }
3074 2792
3075 spob = throw_ob->inv; 2793 spob = throw_ob->inv;
3076 2794
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2795 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2796 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2797 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2798 if (!spob)
3081 { 2799 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2800 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2801 return;
3085 } 2802 }
3086 2803
3087 if (op->type == PLAYER) 2804 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2805 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2806
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2807 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2808
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2809 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2810}
3096 2811
2812void
3097void make_visible (object *op) { 2813make_visible (object *op)
3098 op->hide = 0; 2814{
2815 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2816 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2817
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2818 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2819 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2820 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2821 op->contr->invis_race = 0;
2822 }
2823
2824 update_object (op, UP_OBJ_CHANGE);
2825}
2826
2827int
2828is_true_undead (object *op)
2829{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2831 return 1;
2832
3116 return 0; 2833 return 0;
3117} 2834}
3118 2835
3119/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2838 * indicate greater hideability.
3122 */ 2839 */
3123 2840int
3124int hideability(object *ob) { 2841hideability (object *ob)
2842{
3125 int i,level=0, mflag; 2843 int i, level = 0, mflag;
3126 sint16 x,y; 2844 sint16 x, y;
3127 2845
3128 if(!ob||!ob->map) return 0; 2846 if (!ob || !ob->map)
2847 return 0;
3129 2848
3130 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3132 2851
3133 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2855 if (ob->has_carried_lights ())
2856 level = -(10 + (2 * ob->map->darklevel ()));
3137 2857
3138 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2862 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2864 if (mflag & P_OUT_OF_MAP)
2865 continue;
2866
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2868 level += 2;
3144 else /* open terrain! */ 2869 else /* open terrain! */
3145 level -= 1; 2870 level -= 1;
3146 } 2871 }
3147 2872
3148#if 0 2873#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2874 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2875#endif
3151 return level; 2876 return level;
3152} 2877}
3153 2878
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2883 */
3159 2884void
3160void do_hidden_move (object *op) { 2885do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2886{
3162 object *skop; 2887 int hide = 0;
3163 2888
3164 if(!op || !op->map) return; 2889 if (!op || !op->map)
2890 return;
3165 2891
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2894
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2896 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2897 if (!skop || num >= skop->level)
2898 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2900 make_visible (op);
3173 return; 2901 return;
3174 } else num += 20;
3175 } 2902 }
2903 else
2904 num += 20;
2905
3176 num += op->map->difficulty; 2906 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2907 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2908 num -= hide;
2909
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2911 {
3180 make_visible(op); 2912 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913
3182 "You moved out of hiding! You are visible!"); 2914 if (op->type == PLAYER)
2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2916 }
3184 else if (op->type == PLAYER && skop) { 2917 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2919}
3188 2920
3189/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3190 2922
2923int
3191int stand_near_hostile( object *who ) { 2924stand_near_hostile (object *who)
2925{
3192 object *tmp=NULL; 2926 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2927 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2928 maptile *m;
3195 sint16 x,y; 2929 sint16 x, y;
3196 2930
3197 if(!who) return 0; 2931 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2932 return 0;
2933
2934 if (who->type == PLAYER)
2935 player = 1;
2936
2937 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2939
2940 /* search adjacent squares */
2941 for (i = 1; i < 9; i++)
2942 {
2943 x = who->x + freearr_x[i];
2944 y = who->y + freearr_y[i];
2945 m = who->map;
2946 mflags = get_map_flags (m, &m, x, y, &x, &y);
2947 /* space must be blocked if there is a monster. If not
2948 * blocked, don't need to check this space.
2949 */
2950 if (mflags & P_OUT_OF_MAP)
2951 continue;
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue;
2954
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2958 return 1;
2959 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1;
2964 }
2965 }
2966 }
2967 return 0;
3227} 2968}
3228 2969
3229/* check the player los field for viewability of the 2970/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2980 * -b.t.
3240 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3241 */ 2982 */
3242 2983int
3243int player_can_view (object *pl,object *op) { 2984player_can_view (object *pl, object *op)
2985{
3244 rv_vector rv; 2986 rv_vector rv;
3245 int dx,dy; 2987 int dx, dy;
3246 2988
3247 if(pl->type!=PLAYER) { 2989 if (pl->type != PLAYER)
2990 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 2992 return -1;
3274 op = op->more;
3275 } 2993 }
2994
2995 if (!pl || !op)
3276 return 0; 2996 return 0;
3277}
3278 2997
3279/* routine for both players and monsters. We call this when 2998 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2999
3281 * place or invisiblity spell. Artefact invisiblity is not 3000 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 3001
3283 * return 0. 3002 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any
3004 * part that is in the los array but isn't on
3005 * a blocked los square.
3006 * we use the archetype to figure out offsets.
3284 */ 3007 */
3285int action_makes_visible (object *op) { 3008 while (op)
3009 {
3010 dx = rv.distance_x + op->arch->x;
3011 dy = rv.distance_y + op->arch->y;
3286 3012
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3014 return 1;
3297 } 3015
3016 op = op->more;
3298 } 3017 }
3018
3299 return 0; 3019 return 0;
3300} 3020}
3301 3021
3302/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3024 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3025 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3026 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3027 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3029 */
3030int
3310int op_on_battleground (object *op, int *x, int *y) { 3031op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3032{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3042 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3044 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3048 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3050 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3052 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3054 {
3055 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3058 return 1;
3059 }
3060 }
3061 }
3062
3063 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3332 return 1; 3066 return 1;
3333 } 3067 }
3334 } 3068 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3069 }
3340 } 3070
3341 }
3342 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3343 return 0; 3072 return 0;
3344} 3073}
3345 3074
3346/* 3075/*
3350 * attributes: 3079 * attributes:
3351 * object *who the dragon player 3080 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3081 * int atnr the attack-number of the ability focus
3353 * int level ability level 3082 * int level ability level
3354 */ 3083 */
3084void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3085dragon_ability_gain (object *who, int atnr, int level)
3086{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3087 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3088 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3089 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3090 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3092 int i = 0, j = 0;
3362 3093
3363 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3103
3373 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3374 return; 3105 return;
3375 3106
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3108
3378 3109 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3110 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3112 return;
3382 } 3113 }
3383 3114
3384 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3116 item = tr->item;
3386 3117
3387 if (item->type == SPELL) { 3118 if (item->type == SPELL)
3119 {
3388 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3389 return; 3121 return;
3390 3122
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3123 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3124 do_learn_spell (who, item, 0);
3393 return; 3125 return;
3394 } 3126 }
3395 3127
3396 /* grant direct spell */ 3128 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3129 if (item->type == SPELLBOOK)
3130 {
3398 if (!item->inv) { 3131 if (!item->inv)
3132 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3133 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3134 return;
3402 } 3135 }
3403 if (check_spell_known (who, item->inv->name)) 3136 if (check_spell_known (who, item->inv->name))
3404 return; 3137 return;
3405 if (item->invisible) { 3138 if (item->invisible)
3139 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3140 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3141 do_learn_spell (who, item->inv, 0);
3408 return; 3142 return;
3409 } 3143 }
3410 } 3144 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3145 else if (item->type == SKILL_TOOL && item->invisible)
3146 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3147 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3148 {
3413 3149
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3150 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3151 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3152 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3153 * but not all of them, he gets nothing.
3418 */ 3154 */
3419 if (!(skop->attacktype & item->attacktype)) { 3155 if (!(skop->attacktype & item->attacktype))
3156 {
3420 /* Give new attacktype */ 3157 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3158 skop->attacktype |= item->attacktype;
3422 3159
3423 /* always add physical if there's none */ 3160 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3161 skop->attacktype |= AT_PHYSICAL;
3425 3162
3426 if (item->msg != NULL) 3163 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3164 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3165
3429 /* Give player new face */ 3166 /* Give player new face */
3430 if (item->animation_id) { 3167 if (item->animation_id)
3168 {
3431 who->face = skop->face; 3169 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3170 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3171 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3172 who->last_anim = 0;
3435 who->state = 0; 3173 who->state = 0;
3436 animate_object(who, who->direction); 3174 animate_object (who, who->direction);
3437 } 3175 }
3176 }
3177 }
3438 } 3178 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3179 else if (item->type == FORCE)
3180 {
3442 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3182 object *skin;
3183
3444 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3186 ;
3447 if (skin == NULL) return; 3187
3448 3188 if (!skin)
3189 return;
3190
3449 /* adding new spellpath attunements */ 3191 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3192 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3193 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3194 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3195
3453 /* print message */ 3196 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3197 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3198 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3199 {
3457 if (j) 3200 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3201 {
3459 else 3202 if (j)
3460 j = 1; 3203 strcat (buf, " and ");
3204 else
3205 j = 1;
3461 strcat(buf, spellpathnames[i]); 3206 strcat (buf, spellpathnames[i]);
3462 } 3207 }
3463 } 3208 }
3464 strcat(buf,"."); 3209 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3211 }
3467 3212
3468 /* evtl. adding flags: */ 3213 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3214 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3215 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3216 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3217 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3219 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3220
3476 /* print message if there is one */ 3221 /* print message if there is one */
3477 if (item->msg != NULL) 3222 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 }
3225 else
3479 } 3226 {
3480 else {
3481 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3231 }
3488} 3232}
3489 3233
3490/** 3234/**
3491 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3236 * not readied.
3493 */ 3237 */
3238void
3494void player_unready_range_ob(player *pl, object *ob) { 3239player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3496 3243
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3244 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3245 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3246
3500 if (pl->shoottype == i) { 3247 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3248 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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