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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 120 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
235 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
236 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 212 * we deal with that below this point.
238 */ 213 */
239 p->party=NULL; 214 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 217
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 219
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal; 221 bowtype = bow_normal;
268 p->petmode=pet_normal; 222 petmode = pet_normal;
269 p->listening=10;
270 p->usekeys=containers; 223 usekeys = containers;
271 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 225 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 226
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
278 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 229}
302 230
303 231void
304/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
305static void set_first_map(object *op)
306{ 233{
307 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 235
313/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317 237
318int add_player(NewSocket *ns) { 238 if (ob)
319 player *p; 239 ob->destroy ();
320 240
321 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
322 p->socket = *ns; 242}
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333 243
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
335 add_friendly_object(p->ob); 245{
336 send_rules(p->ob); 246 /* Clear item stack */
337 send_news(p->ob); 247 free (stack_items);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 248}
342 249
343/* 250/*
344 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
347 */ 254 */
255static archetype *
348archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
349{ 257{
350 archetype *start = at; 258 // archetypes could have been reloaded
351 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 260
353 at=first_archetype; 261 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 262 return at;
358 if (at == start) { 263
359 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 265
361 } 266 for (;;)
362 } 267 {
363} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
364 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
365 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
366object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
367 object *op = NULL; 301 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 302 objectlink *ol;
370 unsigned lastdist; 303 unsigned lastdist;
371 rv_vector rv; 304 rv_vector rv;
372 305
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 307 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 309 continue;
400 310
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
410 op=pl->ob; 312 {
313 op = ol->ob;
411 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
412 } 316 }
413 } 317
414 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
415#if 0 326#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 328#endif
418 return op; 329 return op;
419} 330}
420 331
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 350 * is probably not a good thing.
440 */ 351 */
441#define MAX_SPACES 50 352#define MAX_SPACES 50
442
443 353
444/* 354/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 373 * is blocking itself.
464 */ 374 */
375int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
466 rv_vector rv; 378 rv_vector rv;
467 sint16 x,y; 379 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 381 maptile *m, *lastmap;
470 382
471 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
472 384
473 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 386 return 0;
726}
727 387
728void confirm_password(object *op) { 388 x = mon->x;
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 394
730 op->contr->write_buf[0]='\0'; 395 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 396 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 397 return 0;
733}
734 398
399 while (diff > 1 && max > 0)
400 {
401 lastx = x;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406
407 mflags = get_map_flags (m, &m, x, y, &x, &y);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409
410 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
412 && (m == mon->map && blocked_link (mon, m, x, y))))
413 {
414 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before.
416 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
418 if (rv.direction != dir)
419 {
420 /* OK - says direction should be different - lets reset the
421 * the values so it will try again.
422 */
423 x = lastx;
424 y = lasty;
425 m = lastmap;
426 dir = firstdir = rv.direction;
427 }
428 else
429 {
430 /* direct path is blocked - try taking a side step to
431 * either the left or right.
432 * Note increase the values in the loop below to be
433 * more than -1/1 respectively will mean the monster takes
434 * bigger detour. Have to be careful about these values getting
435 * too big (3 or maybe 4 or higher) as the monster may just try
436 * stepping back and forth
437 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 {
440 if (i == 0)
441 continue; /* already did this, so skip it */
442 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in
444 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance,
447 * gets blocked, finds that it should move north,
448 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully
451 * moved.
452 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap;
457 mflags = get_map_flags (m, &m, x, y, &x, &y);
458 if (mflags & P_OUT_OF_MAP)
459 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
462 continue;
463 if (mflags & P_BLOCKSVIEW)
464 continue;
465
466 if (m == mon->map && blocked_link (mon, m, x, y))
467 break;
468 }
469 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path.
471 */
472 if (i == (DETOUR_AMOUNT + 1))
473 return 0;
474 diff--;
475 lastdir = dir;
476 max--;
477 if (!firstdir)
478 firstdir = dir + i;
479 } /* else check alternate directions */
480 } /* if blocked */
481 else
482 {
483 /* we moved towards creature, so diff is less */
484 diff--;
485 max--;
486 lastdir = dir;
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509}
510
511void
512give_initial_items (object *pl, treasurelist *items)
513{
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
525 SET_FLAG (op, FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break;
558 }
559
560 if (op->nrof > 1)
561 op->nrof = 1;
562 }
563
564 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
566
567 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be
569 * merged properly.
570 */
571 if (need_identify (op))
572 {
573 SET_FLAG (op, FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED);
576 }
577
578 if (op->type == SPELL)
579 {
580 op->destroy ();
581 continue;
582 }
583 else if (op->type == SKILL)
584 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0;
587 op->level = 1;
588 }
589 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */
592
593 /* Need to set up the skill pointers */
594 pl->contr->link_skills ();
595}
596
597void
735void get_party_password(object *op, partylist *party) { 598get_party_password (object *op, partylist *party)
599{
736 if (party == NULL) { 600 if (party == NULL)
601 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 602 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 603 return;
739 } 604 }
605
740 op->contr->write_buf[0]='\0'; 606 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 610}
745
746 611
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 613static int
614roll_stat ()
615{
749 int a[4],i,j,k; 616 int a[4], i, j, k;
750 617
751 for(i=0;i<4;i++) 618 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 619 a[i] = (int) rndm (6) + 1;
753 620
754 for(i=0,j=0,k=7;i<4;i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 622 if (a[i] < k)
756 k=a[i],j=i; 623 k = a[i], j = i;
757 624
758 for(i=0,k=0;i<4;i++) { 625 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 626 if (i != j)
760 k+=a[i]; 627 k += a[i];
761 } 628
762 return k; 629 return k;
763} 630}
764 631
765void roll_stats(object *op) { 632void
633object::roll_stats ()
634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
766 int sum=0; 639 int sum = 0;
767 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
769 642
770 do { 643 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 644 break;
772 op->stats.Dex=roll_stat(); 645 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 646
783 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 649
792 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 652
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 653 stats.exp = 0;
823 op->stats.ac=0; 654 stats.ac = 0;
824 655
656 stats.hp = stats.maxhp;
657 stats.sp = stats.maxsp;
658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
825 op->contr->levhp[1] = 9; 662 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 663 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 664 contr->levgrace[1] = 3;
828 665
829 fix_player(op); 666 contr->orig_stats = stats;
667 }
668}
669
670void
671object::swap_stats (int a, int b)
672{
673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
674
675 for (int i = 0; i < NUM_STATS; ++i)
676 stats.stat (i) = contr->orig_stats.stat (i);
677
678 //TODO: the following code looks so borked and should, at the very least,
679 // be merged with the similar code in roll_stats
680 stats.ac = 0;
681
682 level = 1;
683 stats.exp = 0;
684 stats.ac = 0;
685
830 op->stats.hp = op->stats.maxhp; 686 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 687 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 688 stats.grace = stats.maxgrace;
689
690 if (contr)
691 {
692 contr->levhp[1] = 9;
693 contr->levsp[1] = 6;
694 contr->levgrace[1] = 3;
695
833 op->contr->orig_stats=op->stats; 696 contr->orig_stats = stats;
697 }
834} 698}
835 699
836void Roll_Again(object *op) 700static void
701start_info (object *op)
837{ 702{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
846 704
847 if ( op->contr->Swap_First == -1 ) { 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 707}
955 708
956/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
960 * not the class. 713 * not the class.
961 */ 714 */
962 715void
963int key_change_class(object *op, char key) 716player::chargen_race_done ()
964{ 717{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 719 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 720
979 /* Lauwenmark : Here we handle the BORN global event */ 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 722 if (tl)
723 create_treasure (tl, ob, 0, 0, 0);
981 724
982 /* Lauwenmark : We then generate a LOGIN event */ 725 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 726 INVOKE_PLAYER (LOGIN, ob->contr);
727
984 op->contr->state=ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
985 729
986 if (op->msg) { 730 if (ob->msg)
987 free_string(op->msg); 731 ob->msg = 0;
988 op->msg=NULL;
989 }
990 732
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 733 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 735 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 736 esrv_send_inventory (ob, ob);
1005 fix_player(op); 737 ob->update_stats ();
1006 738
1007 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
1008 * is one for this race 740 * is one for this race
1009 */ 741 */
1010 if(*first_map_ext_path) { 742 if (*first_map_ext_path)
1011 object *tmp; 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 744 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 746}
1027 return 0;
1028 }
1029 747
748void
749player::chargen_race_next ()
750{
1030 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1032 */ 753 */
1033 754
1034 tmp_loop = 0; 755 do
1035 while(!tmp_loop) { 756 {
1036 const char *name = add_string (op->name); 757 shstr name = ob->name;
1037 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 759
1039 remove_ob (op); 760 ob->remove_statbonus ();
761 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 763 ob->arch->copy_to (ob);
764 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 766 ob->name = ob->name_pl = name;
1044 op->name = name; 767 ob->x = x;
1045 free_string(op->name_pl); 768 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 771 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 772 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 773 }
774 while (!allowed_class (ob));
775
1058 update_object(op,UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 777 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 778 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 781 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 782}
1069 783
1070int key_confirm_quit(object *op, char key) 784static void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 785flee_player (object *op)
786{
1115 int dir,diff; 787 int dir, diff;
1116 rv_vector rv; 788 rv_vector rv;
1117 789
1118 if(op->stats.hp < 0) { 790 if (op->stats.hp < 0)
791 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 794 return;
795 }
796
797 if (!op->enemy)
1122 } 798 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 801 return;
1128 } 802 }
1129 803
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 {
1141 op->enemy=NULL; 806 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 808 return;
1144 } 809 }
810
1145 get_rangevector(op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1146 812
1147 dir=absdir(4+rv.direction); 813 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 814 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 815 {
816 int m = 1 - rndm (2) * 2;
817
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
819 return;
820 }
821
1155 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 824 op->enemy = NULL;
1158} 825}
1159
1160 826
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 829 * stop.
1164 */ 830 */
831int
1165int check_pick(object *op) { 832check_pick (object *op)
833{
1166 object *tmp, *next; 834 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 835 int stop = 0;
1169 int j, k, wvratio; 836 int wvratio;
1170 char putstring[128], tmpstr[16];
1171 837
1172
1173 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1175 return 1; 840 return 1;
1176 841
1177 op_tag = op->count;
1178
1179 next = op->below; 842 next = op->below;
1180 if (next) 843
1181 next_tag = next->count; 844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 846
1183 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 848 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 849 while (next && !next->destroyed ())
1186 { 850 {
1187 tmp = next; 851 tmp = next;
1188 next = tmp->below; 852 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 853
1192 if (was_destroyed (op, op_tag)) 854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
860 if (op->destroyed ())
1193 return 0; 861 return 0;
1194 862
1195 if ( ! can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1196 continue; 864 continue;
1197 865
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 867 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1202 continue; 871 continue;
1203 } 872 }
1204 873
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */ 874 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1242 { 876 {
1243 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 878 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 883
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268#if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif
1281 } 885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
1282 /* philosophy: 893 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 894 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 895 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 896 * and selections, select-items should be used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 897 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 898 * example.
1288 * The drawback: right now it has no frontend, so you need to 899 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 900 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 901 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 904 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 905 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 906 * meaning if any test passes, the item gets picked up. */
1296 907
1297 /* if mode is set to pick nothing up, return */ 908 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 909 if (op->contr->mode == PU_NOTHING)
910 return 1;
1300 911
1301 /* if mode is set to stop when encountering objects, return */ 912 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 913 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 914 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 915 if (op->contr->mode & PU_STOP)
916 return 0;
1306 917
1307 /* useful for going into stores and not losing your settings... */ 918 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 919 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 920 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
1311 923
1312 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
1314 927
1315 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
1317 931
1318 /* all food and drink if desired */ 932 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 935 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
1323 if(op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1326 947
1327 if(op->contr->mode & PU_POTION) 948 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 949 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
1330 954
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 955 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 956 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 957 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1335 if(op->contr->mode & PU_SKILLSCROLL) 963 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 964 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
1338 if(op->contr->mode & PU_READABLES) 970 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1341 976
1342 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
1346 987
1347 /* pick up all magical items */ 988 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1351 996
1352 if(op->contr->mode & PU_VALUABLES) 997 if (op->contr->mode & PU_VALUABLES)
1353 { 998 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 999 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1356 } 1004 }
1357 1005
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1012 {
1013 CHK_PICK_PICKUP;
1014 continue;
1015 }
1016
1017 /* we don't forget dragon food */
1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1022 continue;
1023 }
1362 1024
1363 /* bows and arrows. Bows are good for selling! */ 1025 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1026 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1027 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1367 if(op->contr->mode & PU_ARROW) 1033 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1034 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1370 1039
1371 /* all kinds of armor etc. */ 1040 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1041 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1042 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1375 if(op->contr->mode & PU_HELMET) 1048 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1049 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1378 if(op->contr->mode & PU_SHIELD) 1055 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1056 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1381 if(op->contr->mode & PU_BOOTS) 1062 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1063 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1384 if(op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1387 if(op->contr->mode & PU_CLOAK) 1076 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1077 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1390 1082
1391 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1395 1090
1396 /* careful: chairs and tables are weapons! */ 1091 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1092 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1093 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1094 if (tmp->type == WEAPON)
1400 { 1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1096 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1097 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1098 continue;
1404 } 1099 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 } 1100 }
1412 1101
1413 /* misc stuff that's useful */ 1102 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1103 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1417 1109
1418 /* any of the last 4 bits set means we use the ratio for value 1110 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1111 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1112 if (op->contr->mode & PU_RATIO)
1421 { 1113 {
1422 /* use value density to decide what else to grab */ 1114 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1115 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1117 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1118 wvratio = op->contr->mode & PU_RATIO;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1428 { 1120 {
1429 pick_up(op, tmp);
1430#if 0 1121#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1123 if (tmp->name != NULL)
1124 {
1433 fprintf(stderr,"%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1434 } 1126 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1127 else
1128 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1438#endif 1131#endif
1439 continue; 1132 CHK_PICK_PICKUP;
1440 } 1133 continue;
1134 }
1135 } /* the new pickup model */
1441 } 1136 }
1442 } /* the new pickup model */ 1137
1443 }
1444 return ! stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1445} 1174}
1446 1175
1447/* 1176/*
1448 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1179 * found object is returned.
1451 */ 1180 */
1181static object *
1452object *find_arrow(object *op, const char *type) 1182find_arrow (object *op, const char *type)
1453{ 1183{
1454 object *tmp = NULL; 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1455 1187
1456 for(op=op->inv; op; op=op->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1190 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1191 {
1460 else if (op->type==ARROW && op->race==type) 1192 splay (tmp);
1193 return arrow;
1194 }
1195
1461 return op; 1196 return 0;
1462 return tmp;
1463} 1197}
1464 1198
1465/* 1199/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1204 */
1471 1205static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1207{
1474 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1476 1210
1477 if (!type) 1211 if (!type)
1478 return NULL; 1212 return NULL;
1479 1213
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1215 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1217 {
1218 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1485 if (i > betterby) { 1221 if (i > betterby)
1486 tmp = ntmp; 1222 {
1487 betterby = i; 1223 tmp = ntmp;
1488 } 1224 betterby = i;
1225 }
1226 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1227 else if (arrow->type == ARROW && arrow->race == type)
1228 {
1490 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1230 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1231 {
1493 if (arrow->attacktype & AT_DEATH) { 1232 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1233 {
1495 return arrow; 1234 *better = 100;
1496 } else { 1235 return arrow;
1497 tmp = arrow; 1236 }
1237 else
1238 {
1239 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1240 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1241 }
1500 } else { 1242 }
1243 else
1244 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1246 {
1502 attacktype = 1<<attacknum; 1247 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1250 {
1251 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1253 }
1508 } 1254 }
1255
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1257 {
1258 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1260 }
1261
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1263 {
1264 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1266 }
1267 }
1268 }
1517 } 1269 }
1518 } 1270
1519 }
1520 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1272 return find_arrow (op, type);
1522 1273
1523 *better = betterby; 1274 *better = betterby;
1524 return tmp; 1275 return tmp;
1525} 1276}
1526 1277
1527/* looks in a given direction, finds the first valid target, and calls 1278/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1280 * op = the shooter
1530 * type = bow->race 1281 * type = bow->race
1531 * dir = fire direction 1282 * dir = fire direction
1532 */ 1283 */
1533 1284static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1286{
1536 object *tmp = NULL; 1287 object *tmp = NULL;
1537 mapstruct *m; 1288 maptile *m;
1538 int i, mflags, found, number; 1289 int i, mflags, found, number;
1539 sint16 x, y; 1290 sint16 x, y;
1540 1291
1541 if (op->map == NULL) 1292 if (op->map == NULL)
1542 return find_arrow(op, type); 1293 return find_arrow (op, type);
1543 1294
1544 /* do a dex check */ 1295 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1296 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1297 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1298 return find_arrow (op, type);
1548 1299
1549 m = op->map; 1300 m = op->map;
1550 x = op->x; 1301 x = op->x;
1551 y = op->y; 1302 y = op->y;
1552 1303
1553 /* find the first target */ 1304 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1305 for (i = 0, found = 0; i < 20; i++)
1306 {
1555 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1312 {
1560 break; 1313 tmp = 0;
1314 break;
1315 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1317 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1564 */ 1320 */
1565 tmp = NULL; 1321 tmp = 0;
1566 break; 1322 break;
1567 } 1323 }
1324
1568 if (mflags & P_IS_ALIVE) { 1325 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1328 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1329 }
1578 if (tmp == NULL) 1330
1331 if (!tmp)
1579 return find_arrow(op, type); 1332 return find_arrow (op, type);
1580 1333
1581 if (tmp->head) 1334 if (tmp->head)
1582 tmp = tmp->head; 1335 tmp = tmp->head;
1583 1336
1584 return find_better_arrow(op, tmp, type, &i); 1337 return find_better_arrow (op, tmp, type, &i);
1585} 1338}
1586 1339
1587/* 1340/*
1588 * Creature fires a bow - op can be monster or player. Returns 1341 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1342 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1345 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1346 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1347 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1348 * player fire modes.
1596 */ 1349 */
1350int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1352{
1600 object *left, *bow; 1353 object *left, *bow;
1601 tag_t left_tag, tag; 1354 int mflags;
1602 int bowspeed, mflags; 1355 maptile *m;
1603 mapstruct *m;
1604 1356
1605 if (!dir) { 1357 if (!dir)
1358 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1360 return 0;
1361 }
1362
1363 if (op->contr)
1364 bow = op->current_weapon;
1365 else
1608 } 1366 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1615 */ 1370 */
1616 if(bow->type==BOW) 1371 if (bow->type == BOW)
1617 break; 1372 break;
1618 1373
1619 if (!bow) { 1374 if (!bow)
1375 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1377 return 0;
1622 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1623 } 1382 }
1383
1624 if( !bow->race || !bow->skill) { 1384 if (!bow->race || !bow->skill)
1385 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1387 return 0;
1627 } 1388 }
1628 1389
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1390 if (arrow == NULL)
1391 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1393 {
1639 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1397 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1645 return 0; 1400 return 0;
1646 } 1401 }
1647 } 1402 }
1403
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1405 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1406 return 0;
1651 } 1407
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1409 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1411 return 0;
1655 } 1412 }
1656 1413
1657 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1415 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1418 arrow->destroy ();
1419 return 0;
1420 }
1663 1421
1664 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1423 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1424 if (!arrow)
1667 if (arrow == NULL) { 1425 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1427 return 0;
1670 return 0;
1671 } 1428 }
1672 set_owner(arrow, op); 1429
1673 if (arrow->skill) free_string(arrow->skill); 1430 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1431 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1432 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1433
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1437 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1438
1692 /* Note that this was different for monsters - they got their level 1439#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1440 if (player *pl = op->contr)
1694 */
1695 1441 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1442 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1700 /* update the speed */ 1456 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1458 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1459
1706 if (arrow->speed < 1.0) 1460 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1710 1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1711 if (op->type == PLAYER) { 1465 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1466 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1468 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1474 }
1475 else
1476 {
1722 arrow->level = op->level; 1477 arrow->level = op->level;
1723 } 1478 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1479
1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1725 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1484 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1485
1729 arrow->map = m; 1486 wc -= arrow->level;
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1492
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1494 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1495
1737 if (!was_destroyed(arrow, tag)) 1496 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1497 move_arrow (arrow);
1739 1498
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1499 return 1;
1747} 1500}
1748 1501
1749/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1503 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1507 * hence the function name.
1755 */ 1508 */
1509static int
1756int player_fire_bow(object *op, int dir) 1510player_fire_bow (object *op, int dir)
1757{ 1511{
1758 int ret=0, wcmod=0; 1512 int ret;
1759 1513
1760 if (op->contr->bowtype == bow_bestarrow) { 1514 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1515 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1517 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1519 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1522 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1523 else if (op->contr->bowtype == bow_threewide)
1524 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1528 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1529 else if (op->contr->bowtype == bow_spreadshot)
1530 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1534 }
1778 } else { 1535 else
1536 {
1779 /* Simple case */ 1537 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1539 }
1540
1782 return ret; 1541 return ret;
1783} 1542}
1784
1785 1543
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1788 */ 1546 */
1547static void
1789void fire_misc_object(object *op, int dir) 1548fire_misc_object (object *op, int dir)
1790{ 1549{
1791 object *item; 1550 object *item = op->contr->ranged_ob;
1792 1551
1793 if (!op->contr->ranges[range_misc]) { 1552 if (!item)
1553 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1555 return;
1796 } 1556 }
1797 1557
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1558 if (!item->inv)
1559 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1561 return;
1802 } 1562 }
1803 if (item->type == WAND) { 1563
1804 if(item->stats.food<=0) { 1564 if (!op->apply (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1565 return;
1808 } 1566
1567 if (item->type == WAND)
1568 {
1569 if (item->stats.food <= 0)
1570 {
1571 op->contr->play_sound (sound_find ("wand_poof"));
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1574 return;
1575 }
1576 }
1577 else if (item->type == ROD || item->type == HORN)
1578 {
1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1584 {
1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1587 if (item->type == ROD)
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1589 else
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595
1596 if (cast_spell (op, item, dir, item->inv, NULL))
1597 {
1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1600 if (item->type == WAND)
1601 {
1602 if (!(--item->stats.food))
1603 {
1604 object *tmp;
1605
1606 if (item->arch)
1607 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1609 item->face = item->arch->face;
1610 item->set_speed (0);
1611 }
1612
1613 if (object *pl = item->visible_to ())
1614 esrv_update_item (UPD_ANIM, pl, item);
1615 }
1616 }
1809 } else if (item->type == ROD || item->type==HORN) { 1617 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1618 drain_rod_charge (item);
1839 }
1840 } 1619 }
1841} 1620}
1842 1621
1843/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1844 */ 1623 */
1624bool
1845void fire(object *op,int dir) { 1625fire (object *who, int dir)
1626{
1846 int spellcost=0; 1627 int spellcost = 0;
1847 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1848 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1651 if (action_makes_visible (who))
1652 make_visible (who);
1850 1653
1851 switch(op->contr->shoottype) { 1654 switch (ob->type)
1852 case range_none: 1655 {
1853 return; 1656 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1657 player_fire_bow (who, dir);
1857 return; 1658 break;
1858 1659
1859 case range_magic: /* Casting spells */ 1660 case SPELL:
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 return; 1662 break;
1862 1663
1863 case range_misc: 1664 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1665 apply_map_builder (who, dir);
1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1676 default:
1677 fire_misc_object (who, dir);
1678 break;
1679 }
1680
1681 return true;
1682}
1683
1684static object *
1685find_key_ (object *pl, object *container, object *door)
1686{
1687 object *tmp, *key;
1688
1689 /* Should not happen, but sanity checking is never bad */
1690 if (!container->inv)
1691 return 0;
1692
1693 /* First, lets try to find a key in the top level inventory */
1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1695 {
1696 if (door->type == DOOR && tmp->type == KEY)
1697 break;
1698
1699 /* For sanity, we should really check door type, but other stuff
1700 * (like containers) can be locked with special keys
1701 */
1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1703 break;
1704 }
1705
1706 /* No key found - lets search inventories now */
1707 /* If we find and use a key in an inventory, return at that time.
1708 * otherwise, if we search all the inventories and still don't find
1709 * a key, return
1710 */
1711 if (!tmp)
1712 {
1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1714 /* No reason to search empty containers */
1715 if (tmp->type == CONTAINER && tmp->inv)
1716 if ((key = find_key_ (pl, tmp, door)))
1717 return key;
1718
1719 if (!tmp)
1888 return; 1720 return 0;
1889 default: 1721 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1722
1891 return; 1723 /* We get down here if we have found a key. Now if its in a container,
1724 * see if we actually want to use it
1725 */
1726 if (pl != container)
1892 } 1727 {
1893} 1728 /* Only let players use keys in containers */
1729 if (!pl->contr)
1730 return 0;
1894 1731
1732 /* cases where this fails:
1733 * If we only search the player inventory, return now since we
1734 * are not in the players inventory.
1735 * If the container is not active, return now since only active
1736 * containers can be used.
1737 * If we only search keyrings and the container does not have
1738 * a race/isn't a keyring.
1739 * No checking for all containers - to fall through past here,
1740 * inv must have been an container and must have been active.
1741 *
1742 * Change the color so that the message doesn't disappear with
1743 * all the others.
1744 */
1745 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL;
1752 }
1753 }
1895 1754
1755 return tmp;
1756}
1896 1757
1897/* find_key 1758/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1759 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1760 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1761 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1763 * pl is the player,
1903 * inv is the objects inventory to searched 1764 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1765 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1766 * This function can be called recursively to search containers.
1906 */ 1767 */
1907 1768object *
1908object * find_key(object *pl, object *container, object *door) 1769find_key (object *pl, object *container, object *door)
1909{ 1770{
1910 object *tmp,*key; 1771 if (door->slaying && is_match_expr (door->slaying))
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 } 1772 {
1924 /* No key found - lets search inventories now */ 1773 // for match expressions, we try to find the key by applying the match
1925 /* If we find and use a key in an inventory, return at that time. 1774 // to the op itself, which is supposed to find the "key", instead
1926 * otherwise, if we search all the inventories and still don't find 1775 // of searching through containers ourselves.
1927 * a key, return 1776
1928 */ 1777 return match_one (door->slaying, container, door, pl, pl);
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1778 }
1935 } 1779 else
1936 if (!tmp) return NULL; 1780 return find_key_ (pl, container, door);
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969} 1781}
1970 1782
1971/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1974 * 0 otherwise 1786 * 0 otherwise
1975 */ 1787 */
1788static int
1976static int player_attack_door(object *op, object *door) 1789player_attack_door (object *op, object *door)
1977{ 1790{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1982 */ 1794 */
1983 object *key=find_key(op, op, door); 1795 object *key = find_key (op, op, door);
1984 1796
1985 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1986 if (key) { 1798 if (key)
1799 {
1987 object *container=key->env; 1800 object *container = key->env;
1988 1801
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1802 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1803 make_visible (op);
1804
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1806 spring_trap (door->inv, op);
1807
1992 if (door->type == DOOR) { 1808 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1810 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1811 {
1997 "You open the door with the %s", query_short_name(key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1814 }
1815
2000 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1818
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1820 }
2006 } else if (door->type==LOCKED_DOOR) { 1821 else if (door->type == LOCKED_DOOR)
1822 {
2007 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1825 return 1;
2010 } 1826 }
1827
2011 return 0; 1828 return 0;
2012} 1829}
2013 1830
2014/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2019 */ 1836 */
2020 1837bool
2021void move_player_attack(object *op, int dir) 1838move_player_attack (object *op, int dir)
2022{ 1839{
2023 object *tmp, *mon, *tpl; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1841 {
2025 int on_battleground; 1842 --op->speed_left;
2026 mapstruct *m; 1843 return true;
1844 }
2027 1845
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2032 1848
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2034 1851
2035 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1859 * move_ob uses.
2043 */ 1860 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1861 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 1862
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 1863 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 1864 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 1865 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 1866 * on the space
2061 */ 1867 */
2062 while (tmp!=NULL) { 1868 object *mon;
2063 if (tmp == op) { 1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1870 {
2065 continue; 1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2066 } 1876 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1877
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 1878 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 1879 return false; /* into a wall */
2078 1880
2079 if(mon->head != NULL)
2080 mon = mon->head; 1881 mon = mon->head_ ();
2081 1882
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
1889 }
2084 1890
2085 /* The following deals with possibly attacking peaceful 1891 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1892 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1893 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1894 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1895 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1896 * and thus will not push them.
2091 */ 1897 */
2092 1898
2093 /* If the creature is a pet, push it even if the player is not 1899 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 1900 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1901 * player owns it and it is either friendly or unagressive.
2096 */ 1902 */
2097 if ((op->type==PLAYER) 1903 if (op->type == PLAYER
2098#if COZY_SERVER 1904 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1906 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 1908 {
2110 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1910 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1911 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
1924 }
1925 else
1926 return false;
1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
2118 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1934 * attack them either.
2122 */ 1935 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 1938 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
1943 {
1944 --op->speed_left;
1945
1946 if (!op->contr->braced)
2132 )) { 1947 {
2133 if (!op->contr->braced) { 1948 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1949 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1950 }
2136 } else { 1951 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
1953
1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1955 make_visible (op);
1956
1957 return true;
1958 }
2138 } 1959 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2144 */ 1962 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
2146 recursive_roll(mon,dir,op); 1969 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
2148 } 1971 make_visible (op);
2149 1972
1973 return true;
1974 }
1975 }
2150 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2155 */ 1981 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 1984 {
1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1986 {
1987 --op->contr->weapon_sp_left;
2160 1988
2161 /* If the player hasn't hit something this tick, and does 1989 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 1990
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1994 return true;
1995 }
2170 } 1996 }
2171 1997
2172 skill_attack(mon, op, 0, NULL, NULL); 1998 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 1999}
2190 2000
2001bool
2191int move_player(object *op,int dir) { 2002move_player (object *op, int dir)
2192 int pick; 2003{
2193 object *transport = op->contr->transport; 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2005 return 0;
2006
2007 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9)
2009 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0;
2012 }
2013
2014 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017
2018 op->facing = dir;
2019
2020 if (op->flag [FLAG_HIDDEN])
2021 do_hidden_move (op);
2022
2023 bool retval;
2024 int pick = 0;
2025
2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2027 retval = RESULT_INT (0);
2028 else if (op->contr->fire_on)
2029 retval = fire (op, dir);
2030 else
2031 {
2032 retval = move_player_attack (op, dir);
2033 pick = check_pick (op);
2034 }
2035
2036 /* Add special check for newcs players and fire on - this way, the
2037 * server can handle repeat firing.
2038 */
2039 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2040 op->direction = dir;
2041 else
2042 op->direction = 0;
2043
2044 /* Update how the player looks. Use the facing, so direction may
2045 * get reset to zero. This allows for full animation capabilities
2046 * for players.
2047 */
2048 animate_object (op, op->facing);
2049
2050 return retval;
2257} 2051}
2258 2052
2259/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2054 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2056 * the new speed values for commands.
2263 * 2057 *
2264 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2265 */ 2061 */
2062bool
2266int handle_newcs_player(object *op) 2063handle_newcs_player (object *op)
2267{ 2064{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2066 {
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070 flee_player (op);
2292 2071
2293 /* I've been seeing crashes where the golem has been destroyed, but 2072 return true;
2294 * the player object still points to the defunct golem. The code that 2073 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2074 else
2296 * put this in a a workaround to clean up the golem pointer. 2075 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2076 }
2304 2077
2305 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2080 * called, so we recheck it here.
2308 */ 2081 */
2309 HandleClient(&op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2083 return true;
2311 2084
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2086 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2087
2322 else return 0; 2088 return false;
2323 } 2089}
2090
2091static int
2092save_life (object *op)
2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2095 return 0;
2325}
2326 2096
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2099 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2100 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2102
2339 if (op->contr) 2103 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2105
2344 if(op->stats.hp<0) 2106 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2108
2346 if(op->stats.food<0) 2109 if (op->stats.food < 0)
2347 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2348 fix_player(op); 2111
2112 op->update_stats ();
2349 return 1; 2113 return 1;
2350 } 2114 }
2115
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2119 return 0;
2355} 2120}
2356 2121
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2360 * from. 2125 * from.
2361 */ 2126 */
2127static void
2362void remove_unpaid_objects(object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2363{ 2129{
2364 object *next;
2365
2366 while (op) { 2130 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2131 {
2368 * we remove object 'op' 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2133
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2135 op->insert_at (env);
2372 op->x = env->x; 2136 else if (op->inv)
2373 op->y = env->y; 2137 drop_unpaid_items (op->inv, env);
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2138
2383 2139 op = next;
2384/*
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391char *gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 } 2140 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419} 2141}
2420 2142
2143void
2144object::drop_unpaid_items ()
2145{
2146 if (!flag [FLAG_REMOVED])
2147 ::drop_unpaid_items (inv, this);
2148}
2421 2149
2422 2150void
2423void do_some_living(object *op) { 2151do_some_living (object *op)
2152{
2424 int last_food=op->stats.food; 2153 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2154 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2155 int over_hp, over_sp, over_grace;
2427 int i; 2156 int i;
2428 int rate_hp = 1200; 2157 int rate_hp = 1200;
2429 int rate_sp = 2500; 2158 int rate_sp = 2500;
2430 int rate_grace = 2000; 2159 int rate_grace = 2000;
2431 const int max_hp = 1; 2160 const int max_hp = 1;
2432 const int max_sp = 1; 2161 const int max_sp = 1;
2433 const int max_grace = 1; 2162 const int max_grace = 1;
2434 2163
2435 if (op->contr->outputs_sync) { 2164 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2165 {
2437 if (op->contr->outputs[i].buf!=NULL && 2166 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2167 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2440 } 2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2175 {
2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2181 }
2441 2182
2442 if(op->contr->state==ST_PLAYING) { 2183 if (op->contr->ns->state == ST_PLAYING)
2443 2184 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2187 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2189 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2190 {
2191 gen_hp = op->stats.maxhp;
2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2193 }
2194
2195 if (op->contr->gen_sp >= 0)
2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2197 else
2198 {
2199 gen_sp = op->stats.maxsp;
2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2201 }
2202
2203 if (op->contr->gen_grace >= 0)
2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2205 else
2206 {
2207 gen_grace = op->stats.maxgrace;
2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2209 }
2210
2211 /* Regenerate Grace */
2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2213 if (--op->last_grace < 0)
2214 {
2215 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2218 if (max_grace > 1)
2219 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2221 if (over_grace > 0)
2222 {
2223 op->stats.sp += over_grace
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0;
2226 }
2227 else
2228 {
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 }
2232 else
2233 {
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */
2237 }
2238
2239 if (op->stats.food > 0)
2240 {
2241 /* Regenerate Spell Points */
2242 if (!op->contr->golem && --op->last_sp < 0)
2243 {
2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2245
2246 if (op->stats.sp < op->stats.maxsp)
2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2253 op->stats.food--;
2254
2255 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion;
2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2258 op->stats.food = last_food;
2259 }
2260 }
2261
2262 if (max_sp > 1)
2263 {
2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2291 {
2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2320 }
2321 }
2322
2323 /* Digestion */
2324 if (--op->last_eat < 0)
2325 {
2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2328
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330
2562 /* dms do not consume food */ 2331 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2333 op->stats.food--;
2565 } 2334 }
2566 2335
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2337 {
2338 object *flesh = 0;
2569 2339
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2340 for_inv_removable (op, tmp)
2341 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2346 {
2574 manual_apply(op,tmp,0); 2347 op->statusmsg ("You blindly grab for a bite of food. "
2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2349 op->apply (tmp);
2350
2575 if(op->stats.food>=0||op->stats.hp<0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2352 break;
2577 } 2353 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2354 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2355 flesh = tmp;
2580 } /* end of for loop */ 2356 }
2357
2581 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2359 * eat flesh instead.
2583 */ 2360 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2362 {
2586 manual_apply(op,flesh,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2587 } 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 } /* end if player is starving */ 2365 op->apply (flesh);
2366 }
2589 2367
2590 while(op->stats.food<0&&op->stats.hp>0) 2368 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2369 if (op->stats.food < 0)
2592 2370 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2372 }
2373
2374 if (op->stats.food < 0)
2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2385
2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2388 kill_player (op);
2389 }
2390}
2598 2391
2599/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2393 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2395 * file.
2603 */ 2396 */
2397void
2604void kill_player(object *op) 2398kill_player (object *op)
2605{ 2399{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2400 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2402 int will_kill_again;
2615 archetype *at; 2403 archetype *at;
2616 object *tmp; 2404 object *tmp;
2617 2405
2618 if(save_life(op)) 2406 if (save_life (op))
2619 return; 2407 return;
2620 2408
2409 dynbuf_text deathtab;
2621 2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2444
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2448 */
2626 if (op_on_battleground(op, &x, &y)) { 2449 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2450 {
2628 "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640 2452
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2655 if (tmp != NULL) 2455
2656 { 2456 tmp->name = format ("%s's finger" , &op->name);
2657 sprintf(buf,"%s's finger",op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2658 tmp->name = add_string(buf); 2458 tmp->msg = format (
2659 sprintf(buf," This finger has been cut off %s\n" 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2661 op->name, op->contr->title, (int)(op->level), 2461 (int)op->level,
2662 op->contr->killer); 2462 op->contr->killer_name ()
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2463 );
2464 tmp->value = 0, tmp->type = 0;
2465 tmp->material = name_to_material (shstr_organic);
2466 tmp->insert_at (op, tmp);
2467
2670 /* teleport defeated player to new destination*/ 2468 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2470 op->contr->braced = 0;
2673 return;
2674 }
2675 2471
2676 /* Lauwenmark: Handle for plugin death event */ 2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2473 return;
2474 }
2679 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2479 INVOKE_PLAYER (DEATH, op->contr);
2480
2680 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2681 2482
2682 /* Lauwenmark: Handle for the global death event */ 2483 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2484
2705 /* save the map location for corpse, gravestone*/ 2485 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2707 2489
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2490 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2491 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2492 * See the config.h file for a little more in depth detail about this.
2713 */ 2493 */
2714 2494
2715 /* Basically two ways to go - remove a stat permanently, or just 2495 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2496 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2497 * of death.
2718 */ 2498 */
2719#ifndef COZY_SERVER 2499#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2500 if (settings.balanced_stat_loss)
2501 {
2721 /* If stat loss is permanent, lose one stat only. */ 2502 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2503 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2504 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2505 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2506 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2507 little bit harder. */
2727 /* GD */ 2508 /* GD */
2728 if (settings.stat_loss_on_death) 2509 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2510 num_stats_lose = 1;
2730 else 2511 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2513 }
2514 else
2733 num_stats_lose = 1; 2515 num_stats_lose = 1;
2734 } 2516
2735 lost_a_stat = 0; 2517 lost_a_stat = 0;
2736 2518
2737 for (z=0; z<num_stats_lose; z++) { 2519 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2520 {
2521 i = rndm (NUM_STATS);
2739 2522
2740 if (settings.stat_loss_on_death) { 2523 if (settings.stat_loss_on_death)
2524 {
2741 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2526 * what he lost.
2743 */ 2527 */
2744 change_attr_value(&(op->stats), i,-1); 2528 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2529 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2531 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2533 lost_a_stat = 1;
2750 } else { 2534 }
2535 else
2536 {
2751 /* deplete a stat */ 2537 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2539 object *dep;
2540
2541 dep = present_arch_in_ob (deparch, op);
2542 if (!dep)
2754 2543 {
2755 dep = present_arch_in_ob(deparch,op); 2544 dep = deparch->instance ();
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2545 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2546 }
2788 if (lose_this_stat) { 2547 lose_this_stat = 1;
2548 if (settings.balanced_stat_loss)
2549 {
2550 /* GD */
2551 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2552 this_stat = get_attr_value (&(dep->stats), i);
2553 if (this_stat < 0)
2554 {
2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2556 int keep_chance = this_stat * this_stat;
2557
2558 /* Yes, I am paranoid. Sue me. */
2559 if (keep_chance < 1)
2560 keep_chance = 1;
2561
2562 /* There is a maximum depletion total per level. */
2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 {
2565 lose_this_stat = 0;
2566 /* Take loss chance vs keep chance to see if we
2567 retain the stat. */
2568 }
2569 else
2570 {
2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2572 lose_this_stat = 0;
2573 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2574 this_stat, keep_chance, loss_chance,
2575 lose_this_stat?"LOSE":"KEEP"); */
2576 }
2577 }
2578 }
2579
2580 if (lose_this_stat)
2581 {
2582 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2587 * difference.
2795 */ 2588 */
2796 if (this_stat>=-50) { 2589 if (this_stat >= -50)
2590 {
2797 change_attr_value(&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2592 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2594 op->update_stats ();
2801 lost_a_stat = 1; 2595 lost_a_stat = 1;
2802 } 2596 }
2803 } 2597 }
2598 }
2804 } 2599 }
2805 } 2600
2806 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2602 if (!lost_a_stat)
2808 { 2603 {
2809 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2606 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2607
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2608 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2610 else
2816 else 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2612 }
2613#else
2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2615#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2616
2824 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2618 * exp loss on the stone.
2826 */ 2619 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2828 sprintf(buf,"%s's gravestone",op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2627
2841 /**************************************/ 2628 /**************************************/
2842 /* */ 2629 /* */
2843 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2631 /* */
2847 /**************************************/ 2632 /**************************************/
2848 2633
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2635 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2636
2875 /* 2637 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2638 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
2878 * in the map. 2640 */
2879 */ 2641 op->drop_unpaid_items ();
2880 2642
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2643 /****************************************/
2890 /* */ 2644 /* */
2891 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2893 /* */ 2647 /* */
2894 /****************************************/ 2648 /****************************************/
2895 2649
2896 enter_player_savebed(op); 2650 enter_player_savebed (op);
2897 2651
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2652 op->contr->braced = 0;
2902 save_player(op,1);
2903 2653
2904 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2657 * on the space that might harm the player.
2908 */ 2658 */
2909 will_kill_again=0; 2659 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2660 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
2913 } 2663
2914 if (will_kill_again) { 2664 if (will_kill_again)
2665 {
2915 object *force; 2666 object *force;
2916 int at; 2667 int at;
2917 2668
2918 force=get_archetype(FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2671 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2672 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2674 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2676 force->resist[at] = 100;
2926 } 2677
2927 insert_ob_in_ob(force, op); 2678 insert_ob_in_ob (force, op);
2928 fix_player(op); 2679 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 } 2680 }
2987 }
2988 play_again(op);
2989 2681
2990 /* peterm: added to create a corpse at deathsite. */ 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2683}
3004 2684
3005 2685static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2686loot_object (object *op)
2687{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2688 object *tmp, *tmp2, *next;
3008 2689
3009 if (op->container) { /* close open sack first */ 2690 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2691
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2692 for (tmp = op->inv; tmp; tmp = next)
2693 {
3014 next=tmp->below; 2694 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2695
3016 remove_ob(tmp); 2696 if (tmp->invisible)
2697 continue;
2698
2699 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2700 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2701
3019 loot_object(tmp); 2702 if (tmp->type == CONTAINER)
3020 } 2703 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2704
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2706 {
3023 if(tmp->nrof>1) { 2707 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2708 {
3025 free_object(tmp2); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2711 }
2712 else
2713 tmp->destroy ();
2714 }
3027 } else 2715 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2716 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2717 }
3032} 2718}
3033 2719
3034/* 2720/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2723 * was changed.
3038 */ 2724 */
2725void
2726fix_weight ()
2727{
2728 for_all_players (pl)
2729 {
2730 sint32 old = pl->ob->carrying;
3039 2731
3040void fix_weight(void) { 2732 pl->ob->update_weight ();
3041 player *pl; 2733
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2734 if (old != pl->ob->carrying)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2735 {
3044 if(old == sum) 2736 pl->ob->update_stats ();
3045 continue; 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3046 fix_player(pl->ob); 2738 }
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 } 2739 }
3050} 2740}
3051 2741
3052void fix_luck(void) { 2742void
3053 player *pl; 2743fix_luck ()
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2744{
2745 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2747 pl->ob->change_luck (0);
3057} 2748}
3058
3059 2749
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3063 */ 2753 */
3064
3065void 2754void
3066cast_dust (object * op, object * throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3067{ 2756{
3068 object *skop, *spob; 2757 object *skop, *spob;
3069 2758
3070 skop = find_skill_by_name (op, throw_ob->skill); 2759 skop = find_skill_by_name (op, throw_ob->skill);
3071 2760
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2761 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2762 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2763 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2764 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 2765 return;
3078 } 2766 }
3079 2767
3080 spob = throw_ob->inv; 2768 spob = throw_ob->inv;
3081 2769
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2770 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 2771 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 2772 // errors should be reported as early as possible IMHO)
3085 if (!spob) 2773 if (!spob)
3086 { 2774 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2775 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 2776 return;
3090 } 2777 }
3091 2778
3092 if (op->type == PLAYER) 2779 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 2781
3095 cast_spell (op, throw_ob, dir, spob, NULL); 2782 cast_spell (op, throw_ob, dir, spob, NULL);
3096 2783
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2784 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 2785}
3101 2786
2787void
3102void make_visible (object *op) { 2788make_visible (object *op)
3103 op->hide = 0; 2789{
2790 op->flag [FLAG_HIDDEN] = 0;
3104 op->invisible = 0; 2791 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111 2792
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 2793 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 2794 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2795 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2796 op->contr->invis_race = 0;
2797 }
2798
2799 update_object (op, UP_OBJ_CHANGE);
2800}
2801
2802int
2803is_true_undead (object *op)
2804{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2806 return 1;
2807
3121 return 0; 2808 return 0;
3122} 2809}
3123 2810
3124/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 2813 * indicate greater hideability.
3127 */ 2814 */
3128 2815int
3129int hideability(object *ob) { 2816hideability (object *ob)
2817{
3130 int i,level=0, mflag; 2818 int i, level = 0, mflag;
3131 sint16 x,y; 2819 sint16 x, y;
3132 2820
3133 if(!ob||!ob->map) return 0; 2821 if (!ob || !ob->map)
2822 return 0;
3134 2823
3135 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3137 2826
3138 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2830 if (ob->has_carried_lights ())
2831 level = -(10 + (2 * ob->map->darklevel ()));
3142 2832
3143 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2837 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 2839 if (mflag & P_OUT_OF_MAP)
2840 continue;
2841
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 2843 level += 2;
3149 else /* open terrain! */ 2844 else /* open terrain! */
3150 level -= 1; 2845 level -= 1;
3151 } 2846 }
3152 2847
3153#if 0 2848#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2849 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 2850#endif
3156 return level; 2851 return level;
3157} 2852}
3158 2853
3159/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 2858 */
3164 2859void
3165void do_hidden_move (object *op) { 2860do_hidden_move (object *op)
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2861{
3167 object *skop; 2862 int hide = 0;
3168 2863
3169 if(!op || !op->map) return; 2864 if (!op || !op->map)
2865 return;
3170 2866
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2869
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 2871 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 2872 if (!skop || num >= skop->level)
2873 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 2875 make_visible (op);
3178 return; 2876 return;
3179 } else num += 20;
3180 } 2877 }
2878 else
2879 num += 20;
2880
3181 num += op->map->difficulty; 2881 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 2883 num -= hide;
2884
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2886 {
3185 make_visible(op); 2887 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2888
3187 "You moved out of hiding! You are visible!"); 2889 if (op->type == PLAYER)
2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 2891 }
3189 else if (op->type == PLAYER && skop) { 2892 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 2894}
3193 2895
3194/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3195 2897
2898int
3196int stand_near_hostile( object *who ) { 2899stand_near_hostile (object *who)
2900{
3197 object *tmp=NULL; 2901 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 2902 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 2903 maptile *m;
3200 sint16 x,y; 2904 sint16 x, y;
3201 2905
3202 if(!who) return 0; 2906 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 2907 return 0;
2908
2909 if (who->type == PLAYER)
2910 player = 1;
2911
2912 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2914
2915 /* search adjacent squares */
2916 for (i = 1; i < 9; i++)
2917 {
2918 x = who->x + freearr_x[i];
2919 y = who->y + freearr_y[i];
2920 m = who->map;
2921 mflags = get_map_flags (m, &m, x, y, &x, &y);
2922 /* space must be blocked if there is a monster. If not
2923 * blocked, don't need to check this space.
2924 */
2925 if (mflags & P_OUT_OF_MAP)
2926 continue;
2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2928 continue;
2929
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 {
2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2933 return 1;
2934 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2938 return 1;
2939 }
2940 }
2941 }
2942 return 0;
3232} 2943}
3233 2944
3234/* check the player los field for viewability of the 2945/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3237 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 2955 * -b.t.
3245 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3246 */ 2957 */
3247 2958int
3248int player_can_view (object *pl,object *op) { 2959player_can_view (object *pl, object *op)
2960{
3249 rv_vector rv; 2961 rv_vector rv;
3250 int dx,dy; 2962 int dx, dy;
3251 2963
3252 if(pl->type!=PLAYER) { 2964 if (pl->type != PLAYER)
2965 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 2967 return -1;
3279 op = op->more;
3280 } 2968 }
2969
2970 if (!pl || !op)
3281 return 0; 2971 return 0;
3282}
3283 2972
3284/* routine for both players and monsters. We call this when 2973 op = op->head_ ();
3285 * there is a possibility for our action distrubing our hiding 2974
3286 * place or invisiblity spell. Artefact invisiblity is not 2975 get_rangevector (pl, op, &rv, 0x1);
3287 * effected by this. If we arent invisible to begin with, we 2976
3288 * return 0. 2977 /* starting with the 'head' part, lets loop
2978 * through the object and find if it has any
2979 * part that is in the los array but isn't on
2980 * a blocked los square.
2981 * we use the archetype to figure out offsets.
3289 */ 2982 */
3290int action_makes_visible (object *op) { 2983 while (op)
2984 {
2985 dx = rv.distance_x + op->arch->x;
2986 dy = rv.distance_y + op->arch->y;
3291 2987
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3294 return 0;
3295
3296 if (op->contr && op->contr->tmp_invis == 0) return 0;
3297
3298 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3301 return 1; 2989 return 1;
3302 } 2990
2991 op = op->more;
3303 } 2992 }
2993
3304 return 0; 2994 return 0;
3305} 2995}
3306 2996
3307/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3002 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3004 */
3005int
3315int op_on_battleground (object *op, int *x, int *y) { 3006op_on_battleground (object *op, int *x, int *y)
3316 object *tmp; 3007{
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3017 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3327 strcmp(tmp->name, "battleground")==0 && 3019 && tmp->type == BATTLEGROUND
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3023 /* before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 object *invtmp; 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3027 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3028 if (x && y)
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3031 return 1;
3032 }
3033
3034 if (x && y)
3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3337 return 1; 3037 return 1;
3338 } 3038 }
3339 } 3039 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3040 }
3345 } 3041
3346 }
3347 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3348 return 0; 3043 return 0;
3349} 3044}
3350 3045
3351/* 3046/*
3355 * attributes: 3050 * attributes:
3356 * object *who the dragon player 3051 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3052 * int atnr the attack-number of the ability focus
3358 * int level ability level 3053 * int level ability level
3359 */ 3054 */
3055void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3056dragon_ability_gain (object *who, int atnr, int level)
3057{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3058 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3059 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3060 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3061 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3063 int i = 0, j = 0;
3367 3064
3368 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3074
3378 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3379 return; 3076 return;
3380 3077
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3079
3383 3080 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3081 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3083 return;
3387 } 3084 }
3388 3085
3389 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3087 item = tr->item;
3391 3088
3392 if (item->type == SPELL) { 3089 if (item->type == SPELL)
3090 {
3393 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3394 return; 3092 return;
3395 3093
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3094 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3095 do_learn_spell (who, item, 0);
3398 return; 3096 return;
3399 } 3097 }
3400 3098
3401 /* grant direct spell */ 3099 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3100 if (item->type == SPELLBOOK)
3101 {
3403 if (!item->inv) { 3102 if (!item->inv)
3103 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3104 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3105 return;
3407 } 3106 }
3408 if (check_spell_known (who, item->inv->name)) 3107 if (check_spell_known (who, item->inv->name))
3409 return; 3108 return;
3410 if (item->invisible) { 3109 if (item->invisible)
3110 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3111 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3112 do_learn_spell (who, item->inv, 0);
3413 return; 3113 return;
3414 } 3114 }
3415 } 3115 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3116 else if (item->type == SKILL_TOOL && item->invisible)
3117 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3118 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3119 {
3418 3120
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3121 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3122 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3123 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3124 * but not all of them, he gets nothing.
3423 */ 3125 */
3424 if (!(skop->attacktype & item->attacktype)) { 3126 if (!(skop->attacktype & item->attacktype))
3127 {
3425 /* Give new attacktype */ 3128 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3129 skop->attacktype |= item->attacktype;
3427 3130
3428 /* always add physical if there's none */ 3131 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3132 skop->attacktype |= AT_PHYSICAL;
3430
3431 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3433 3133
3434 /* Give player new face */ 3134 if (item->msg != NULL)
3435 if (item->animation_id) {
3436 who->face = skop->face;
3437 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0;
3440 who->state = 0;
3441 animate_object(who, who->direction);
3442 }
3443 }
3444 }
3445 }
3446 else if (item->type == FORCE) {
3447 /* forces in the treasurelist can alter the player's stats */
3448 object *skin;
3449 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3451 skin=skin->below);
3452 if (skin == NULL) return;
3453
3454 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457
3458 /* print message */
3459 sprintf(buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3461 if(item->path_attuned & (1<<i)) {
3462 if (j)
3463 strcat(buf," and ");
3464 else
3465 j = 1;
3466 strcat(buf, spellpathnames[i]);
3467 }
3468 }
3469 strcat(buf,".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3471 }
3472
3473 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3480
3481 /* print message if there is one */
3482 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3135 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3484 }
3485 else {
3486 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3489 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp);
3492 }
3493}
3494 3136
3495/** 3137 /* Give player new face */
3496 * Unready an object for a player. This function does nothing if the object was 3138 if (item->animation_id)
3497 * not readied. 3139 {
3498 */ 3140 who->face = skop->face;
3499void player_unready_range_ob(player *pl, object *ob) { 3141 who->animation_id = item->animation_id;
3500 rangetype i; 3142 who->anim_speed = item->anim_speed;
3501 3143 who->last_anim = 0;
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3144 who->state = 0;
3503 if (pl->ranges[i] == ob) { 3145 animate_object (who, who->direction);
3504 pl->ranges[i] = NULL; 3146 }
3505 if (pl->shoottype == i) {
3506 pl->shoottype = range_none;
3507 } 3147 }
3508 } 3148 }
3509 } 3149 }
3150 else if (item->type == FORCE)
3151 {
3152 /* forces in the treasurelist can alter the player's stats */
3153 object *skin;
3154
3155 /* first get the dragon skin force */
3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3157 ;
3158
3159 if (!skin)
3160 return;
3161
3162 /* adding new spellpath attunements */
3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3164 {
3165 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3166
3167 /* print message */
3168 sprintf (buf, "You feel attuned to ");
3169 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3170 {
3171 if (item->path_attuned & (1 << i))
3172 {
3173 if (j)
3174 strcat (buf, " and ");
3175 else
3176 j = 1;
3177 strcat (buf, spellpathnames[i]);
3178 }
3179 }
3180
3181 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 }
3184
3185 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS))
3187 SET_FLAG (skin, FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH))
3189 SET_FLAG (skin, FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3192
3193 /* print message if there is one */
3194 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 }
3197 else
3198 {
3199 /* generate misc. treasure */
3200 tmp = tr->item->instance ();
3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3202 who->insert (tmp);
3203 }
3510} 3204}
3205
3206//-GPL
3207
3208sint8
3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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