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Comparing deliantra/server/server/player.C (file contents):
Revision 1.4 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.298 by root, Sun Jan 29 03:59:15 2017 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 1.4 2006/08/25 17:11:53 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 26
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 27#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 28#include <functional>
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 29
29#include <global.h> 30#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 31#include <sproto.h>
35#endif
36#include <sounds.h> 32#include <sounds.h>
37#include <living.h> 33#include <living.h>
38#include <object.h> 34#include <object.h>
39#include <spells.h> 35#include <spells.h>
40#include <skills.h> 36#include <skills.h>
41#include <newclient.h>
42 37
43#ifdef COZY_SERVER 38playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 39
47player *find_player(const char *plname) 40/* This loads the first map an puts the player on it. */
41static void
42set_first_map (object *op)
48{ 43{
49 player *pl; 44 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 45 op->x = -1;
51 { 46 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 47}
57 48
58player* find_player_partial_name( const char* plname ) 49void
59 { 50player::activate ()
60 player* pl; 51{
61 player* found = NULL; 52 if (active)
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
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}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
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 ob->clr_flag (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->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146}
147
148void
149player::disconnect ()
150{
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174}
175
176//-GPL
177
178// the need for this function can be explained
179// by load_object not returning the object
180void
181player::set_object (object *op)
182{
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
207
208player::player ()
209{
236 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 211 * we deal with that below this point.
238 */ 212 */
239 p->party=NULL; 213 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 214 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 216
245#ifdef AUTOSAVE 217 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 218
247#endif 219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228}
229
230void
231player::do_destroy ()
232{
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
248 238 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 239 ob->contr = 0;
240 ob->destroy ();
250 241 }
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 */
259 242
260 roll_stats(op); 243 ob = observe = viewpoint = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
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} 244}
302 245
303 246player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 247{
307 strcpy(op->contr->maplevel, first_map_path); 248 /* Clear item stack */
308 op->x = -1; 249 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
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
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 250}
342 251
343/* 252/*
344 * get_player_archetype() return next player archetype from archetype 253 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 254 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 255 * Note: there MUST be at least one player archetype!
347 */ 256 */
257static archetype *
348archetype *get_player_archetype(archetype* at) 258get_player_archetype (archetype *at)
349{ 259{
350 archetype *start = at; 260 // archetypes could have been reloaded
351 for (;;) { 261 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 262
353 at=first_archetype; 263 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 264 return at;
358 if (at == start) { 265
359 LOG (llevError, "No Player archetypes\n"); 266 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 267
361 } 268 for (;;)
362 } 269 {
363} 270 if (++i == archetypes.end ())
271 i = archetypes.begin ();
272 else if (*i == at)
273 cleanup ("not a single player archetype found");
364 274
275 if ((*i)->type == PLAYER)
276 return *i;
277 }
278}
365 279
280/* Tries to add player on the connection passed in ns.
281 * All we can really get in this is some settings like host and display
282 * mode.
283 */
284player *
285player::create ()
286{
287 player *pl = new player;
288
289 pl->set_object (get_player_archetype (0)->instance ());
290
291 pl->ob->roll_stats ();
292 pl->ob->stats.wc = 2;
293 pl->ob->run_away = 25; /* Then we panick... */
294
295 set_first_map (pl->ob);
296
297 return pl;
298}
299
300object *
366object *get_nearest_player(object *mon) { 301get_nearest_player (object *mon)
302{
367 object *op = NULL; 303 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 304 objectlink *ol;
370 unsigned lastdist; 305 unsigned lastdist;
371 rv_vector rv; 306 rv_vector rv;
372 307
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 308 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 309 {
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)) 310 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 311 continue;
400 312
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) { 313 if (lastdist > rv.distance)
410 op=pl->ob; 314 {
315 op = ol->ob;
411 lastdist=rv.distance; 316 lastdist = rv.distance;
317 }
412 } 318 }
413 } 319
414 } 320 for_all_players (pl)
321 if (can_detect_enemy (mon, pl->ob, &rv))
322 if (lastdist > rv.distance)
323 {
324 op = pl->ob;
325 lastdist = rv.distance;
326 }
327
415#if 0 328#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 329 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 330#endif
418 return op; 331 return op;
419} 332}
420 333
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 334/* 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 335 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 336 * detour a monster will take from the direction path when looking
424 * for a path to the player. The values are in the amount of direction 337 * for a path to the player. The values are in the amount of direction
425 * the deviation is 338 * the deviation is
426 */ 339 */
427#define DETOUR_AMOUNT 2 340#define DETOUR_AMOUNT 2
437 * circling behaviour. Unfortunately, this function is also used to determined 350 * 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 351 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 352 * is probably not a good thing.
440 */ 353 */
441#define MAX_SPACES 50 354#define MAX_SPACES 50
442
443 355
444/* 356/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 357 * 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 358 * 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 359 * 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. 372 * 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, 373 * 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 374 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 375 * is blocking itself.
464 */ 376 */
377int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 378path_to_player (object *mon, object *pl, unsigned mindiff)
379{
466 rv_vector rv; 380 rv_vector rv;
467 sint16 x,y; 381 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked;
469 mapstruct *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 mapxy pos (mon);
389 dir = rv.direction;
390 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
391 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 392
730 op->contr->write_buf[0]='\0'; 393 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 394 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 395 return 0;
733}
734 396
397 while (diff > 1 && max > 0)
398 {
399 mapxy lastpos = pos;
400
401 pos.move (dir);
402
403 /* Space is blocked - try changing direction a little */
404 if (!pos.normalise ()
405 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
406 && blocked_link (mon, pos.m, pos.x, pos.y)))
407 {
408 /* recalculate direction from last good location. Possible
409 * we were not traversing ideal location before.
410 */
411 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
412 if (rv.direction != dir)
413 {
414 /* OK - says direction should be different - lets reset the
415 * the values so it will try again.
416 */
417 pos = lastpos;
418 dir = firstdir = rv.direction;
419 }
420 else
421 {
422 /* direct path is blocked - try taking a side step to
423 * either the left or right.
424 * Note increase the values in the loop below to be
425 * more than -1/1 respectively will mean the monster takes
426 * bigger detour. Have to be careful about these values getting
427 * too big (3 or maybe 4 or higher) as the monster may just try
428 * stepping back and forth
429 */
430 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
431 {
432 if (i == 0)
433 continue; /* already did this, so skip it */
434
435 /* Use lastdir here - otherwise,
436 * since the direction that the creature should move in
437 * may change, you could get infinite loops.
438 * ie, player is northwest, but monster can only
439 * move west, so it does that. It goes some distance,
440 * gets blocked, finds that it should move north,
441 * can't do that, but now finds it can move east, and
442 * gets back to its original point. lastdir contains
443 * the last direction the creature has successfully
444 * moved.
445 */
446 pos = lastpos;
447 pos.move (absdir (lastdir + i));
448
449 if (!pos.normalise ())
450 continue;
451
452 mapspace &ms = *pos;
453
454 if (ms.flags () & P_BLOCKSVIEW)
455 continue;
456
457 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
458 continue;
459
460 if (blocked_link (mon, pos.m, pos.x, pos.y))
461 break;
462 }
463
464 /* go through entire loop without finding a valid
465 * sidestep to take - thus, no valid path.
466 */
467 if (i == DETOUR_AMOUNT + 1)
468 return 0;
469
470 diff--;
471 lastdir = dir;
472 max--;
473 if (!firstdir)
474 firstdir = dir + i;
475 } /* else check alternate directions */
476 } /* if blocked */
477 else
478 {
479 /* we moved towards creature, so diff is less */
480 diff--;
481 max--;
482 lastdir = dir;
483
484 if (!firstdir)
485 firstdir = dir;
486 }
487
488 if (diff <= 1)
489 {
490 /* Recalculate diff (distance) because we may not have actually
491 * headed toward player for entire distance.
492 */
493 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
494 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
495 }
496
497 if (diff > max)
498 return 0;
499 }
500
501 /* If we reached the max, didn't find a direction in time */
502 if (!max)
503 return 0;
504
505 return firstdir;
506}
507
508void
509give_initial_items (object *pl, treasurelist *items)
510{
511 if (pl->randomitems)
512 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
513
514 for (object *next, *op = pl->inv; op; op = next)
515 {
516 next = op->below;
517
518 /* Forces get applied per default, unless they have the
519 * flag "neutral" set. Sorry but I can't think of a better way
520 */
521 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
522 op->set_flag (FLAG_APPLIED);
523
524 /* we never give weapons/armour if these cannot be used
525 * by this player due to race restrictions
526 */
527 if (pl->type == PLAYER)
528 {
529 if ((!pl->flag [FLAG_USE_ARMOUR]
530 &&
531 (op->type == ARMOUR || op->type == BOOTS
532 || op->type == CLOAK || op->type == HELMET
533 || op->type == SHIELD || op->type == GLOVES
534 || op->type == BRACERS || op->type == GIRDLE))
535 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
536 {
537 op->destroy ();
538 continue;
539 }
540 }
541
542 /* Here we remove duplicated skills (as duplicated spell objects have
543 * _very_ confusing effects for players), which could for instance be
544 * generated by multiple treasurelists specifying the same skills.
545 */
546 if (op->type == SKILL)
547 {
548 for (object *tmp = op->below; tmp; tmp = tmp->below)
549 if (tmp->type == op->type && tmp->name == op->name)
550 {
551 op->destroy ();
552 break;
553 }
554
555 if (op->nrof > 1)
556 op->nrof = 1;
557 }
558
559 if (op->type == SPELLBOOK && op->inv)
560 op->inv->clr_flag (FLAG_STARTEQUIP);
561
562 /* Give starting characters identified, uncursed, and undamned
563 * items. Just don't identify gold or silver, or it won't be
564 * merged properly.
565 */
566 if (op->need_identify ())
567 {
568 op->set_flag (FLAG_IDENTIFIED);
569 op->clr_flag (FLAG_CURSED);
570 op->clr_flag (FLAG_DAMNED);
571 }
572
573 if (op->type == SPELL)
574 {
575 op->destroy ();
576 continue;
577 }
578 else if (op->type == SKILL)
579 {
580 op->set_flag (FLAG_CAN_USE_SKILL);
581 op->stats.exp = 0;
582 op->level = 1;
583 }
584 else /* lock all 'normal items by default */
585 op->set_flag (FLAG_INV_LOCKED);
586 } /* for loop of objects in player inv */
587
588 /* Need to set up the skill pointers */
589 pl->contr->link_skills ();
590}
591
592void
735void get_party_password(object *op, partylist *party) { 593get_party_password (object *op, partylist *party)
594{
736 if (party == NULL) { 595 if (party == NULL)
596 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 597 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 598 return;
739 } 599 }
600
740 op->contr->write_buf[0]='\0'; 601 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 602 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 603 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 604 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 605}
745
746 606
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 607/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 608static int
609roll_stat ()
610{
749 int a[4],i,j,k; 611 int a[4], i, j, k;
750 612
751 for(i=0;i<4;i++) 613 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 614 a[i] = rndm (1, 6);
753 615
754 for(i=0,j=0,k=7;i<4;i++) 616 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 617 if (a[i] < k)
756 k=a[i],j=i; 618 k = a[i], j = i;
757 619
758 for(i=0,k=0;i<4;i++) { 620 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 621 if (i != j)
760 k+=a[i]; 622 k += a[i];
761 } 623
762 return k; 624 return k;
763} 625}
764 626
765void roll_stats(object *op) { 627void
628object::roll_stats ()
629{
630 int statsort [NUM_STATS];
631
632 for (;;)
633 {
766 int sum=0; 634 int sum = 0;
767 int i = 0, j = 0; 635 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 636 sum += statsort [i] = roll_stat ();
769 637
770 do { 638 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 639 break;
772 op->stats.Dex=roll_stat(); 640 }
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);
782 641
783 /* Sort the stats so that rerolling is easier... */ 642 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 643 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;
791 644
792 /* a quick and dirty bubblesort? */ 645 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]; 646 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];
811 647
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; 648 stats.exp = 0;
823 op->stats.ac=0; 649 stats.ac = 0;
824 650
651 stats.hp = stats.maxhp;
652 stats.sp = stats.maxsp;
653 stats.grace = stats.maxgrace;
654
655 if (contr)
656 {
825 op->contr->levhp[1] = 9; 657 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 658 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 659 contr->levgrace[1] = 3;
828 660
829 fix_player(op); 661 contr->orig_stats = stats;
662 }
663}
664
665void
666object::swap_stats (int a, int b)
667{
668 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
669
670 for (int i = 0; i < NUM_STATS; ++i)
671 stats.stat (i) = contr->orig_stats.stat (i);
672
673 //TODO: the following code looks so borked and should, at the very least,
674 // be merged with the similar code in roll_stats
675 stats.ac = 0;
676
677 level = 1;
678 stats.exp = 0;
679 stats.ac = 0;
680
830 op->stats.hp = op->stats.maxhp; 681 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 682 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
687 contr->levhp[1] = 9;
688 contr->levsp[1] = 6;
689 contr->levgrace[1] = 3;
690
833 op->contr->orig_stats=op->stats; 691 contr->orig_stats = stats;
692 }
834} 693}
835 694
836void Roll_Again(object *op) 695static void
696start_info (object *op)
837{ 697{
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]; 698 char buf[MAX_BUF];
846 699
847 if ( op->contr->Swap_First == -1 ) { 700 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); 701 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} 702}
955 703
956/* This function takes the key that is passed, and does the 704/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 705 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 706 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 707 * separate race and class; this actually changes the RACE,
960 * not the class. 708 * not the class.
961 */ 709 */
962 710void
963int key_change_class(object *op, char key) 711player::chargen_race_done ()
964{ 712{
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 */ 713 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 714 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 715
716 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
717 if (tl)
718 create_treasure (tl, ob, 0, 0, 0);
719
979 INVOKE_PLAYER (BIRTH, op->contr); 720 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr);
981 721
982 op->contr->state=ST_PLAYING; 722 ob->contr->ns->state = ST_PLAYING;
983 723
984 if (op->msg) { 724 if (ob->msg)
985 free_string(op->msg); 725 ob->msg = 0;
986 op->msg=NULL;
987 }
988 726
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 727 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 728 ob->clr_flag (FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 729 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op); 730 esrv_send_inventory (ob, ob);
1003 fix_player(op); 731 ob->update_stats ();
1004 732
1005 /* This moves the player to a different start map, if there 733 /* This moves the player to a different start map, if there
1006 * is one for this race 734 * is one for this race
1007 */ 735 */
1008 if(*first_map_ext_path) { 736 if (*first_map_ext_path)
1009 object *tmp; 737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 738 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 739 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 740}
1025 return 0;
1026 }
1027 741
742/*
743 * Returns true if the given player is a legal class.
744 * The function to add and remove class-bonuses to the stats doesn't
745 * check if the stat becomes negative, thus this function
746 * merely checks that all stats are 1 or more, and returns
747 * false otherwise.
748 */
749static int
750allowed_class (const object *op)
751{
752 return op->stats.Dex > 0
753 && op->stats.Str > 0
754 && op->stats.Con > 0
755 && op->stats.Int > 0
756 && op->stats.Wis > 0
757 && op->stats.Pow > 0
758 && op->stats.Cha > 0;
759}
760
761void
762player::chargen_race_next ()
763{
1028 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1030 */ 766 */
1031 767
1032 tmp_loop = 0; 768 do
1033 while(!tmp_loop) { 769 {
1034 const char *name = add_string (op->name); 770 shstr name = ob->name;
1035 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 772
1037 remove_ob (op); 773 ob->remove_statbonus ();
774 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 776 ob->arch->copy_to (ob);
777 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 779 ob->name = ob->name_pl = name;
1042 op->name = name; 780 ob->x = x;
1043 free_string(op->name_pl); 781 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 784 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 785 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 786 }
787 while (!allowed_class (ob));
788
1056 update_object(op,UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 790 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 791 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 794 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 795}
1067 796
1068int key_confirm_quit(object *op, char key) 797static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 798flee_player (object *op)
799{
1114 int dir,diff; 800 int dir, diff;
1115 rv_vector rv; 801 rv_vector rv;
1116 802
1117 if(op->stats.hp < 0) { 803 if (op->stats.hp < 0)
804 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 806 op->clr_flag (FLAG_SCARED);
1120 return; 807 return;
808 }
809
810 if (!op->enemy)
1121 } 811 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 813 op->clr_flag (FLAG_SCARED);
1126 return; 814 return;
1127 } 815 }
1128 816
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1140 op->enemy=NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED);
1142 return;
1143 } 818 {
819 op->enemy = NULL;
820 op->clr_flag (FLAG_SCARED);
821 return;
822 }
823
1144 get_rangevector(op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1145 825
1146 dir=absdir(4+rv.direction); 826 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 827 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 828 {
829 int m = 1 - rndm (2) * 2;
830
831 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
832 return;
833 }
834
1154 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 836 op->clr_flag (FLAG_SCARED);
1156 op->enemy=NULL; 837 op->enemy = NULL;
1157} 838}
1158
1159 839
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 842 * stop.
1163 */ 843 */
844int
1164int check_pick(object *op) { 845check_pick (object *op)
846{
1165 object *tmp, *next; 847 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 848 int stop = 0;
1168 int j, k, wvratio; 849 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 850
1171
1172 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1174 return 1; 853 return 1;
1175 854
1176 op_tag = op->count;
1177
1178 next = op->below; 855 next = op->below;
1179 if (next) 856
1180 next_tag = next->count; 857 int cnt = MAX_ITEM_PER_ACTION;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 859
1182 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 861 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 862 while (next && !next->destroyed ())
1185 { 863 {
1186 tmp = next; 864 tmp = next;
1187 next = tmp->below; 865 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 866
1191 if (was_destroyed (op, op_tag)) 867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
873 if (op->destroyed ())
1192 return 0; 874 return 0;
1193 875
1194 if ( ! can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1195 continue; 877 continue;
1196 878
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 880 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1201 continue; 884 continue;
1202 } 885 }
1203 886
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 887 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1241 { 889 {
1242 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 891 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 894 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 896
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 897 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
1281 /* philosophy: 906 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 907 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 908 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 909 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 910 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 911 * example.
1287 * The drawback: right now it has no frontend, so you need to 912 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 913 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 914 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 917 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 918 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 919 * meaning if any test passes, the item gets picked up. */
1295 920
1296 /* if mode is set to pick nothing up, return */ 921 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 922 if (op->contr->mode == PU_NOTHING)
923 return 1;
1299 924
1300 /* if mode is set to stop when encountering objects, return */ 925 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 926 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 927 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 928 if (op->contr->mode & PU_STOP)
929 return 0;
1305 930
1306 /* useful for going into stores and not losing your settings... */ 931 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 932 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 933 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
1310 936
1311 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 938 if (tmp->flag [FLAG_UNPAID])
939 continue;
1313 940
1314 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 942 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
943 continue;
1316 944
1317 /* all food and drink if desired */ 945 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 948 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1322 if(op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
1325 960
1326 if(op->contr->mode & PU_POTION) 961 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 962 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1329 967
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 968 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 969 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 970 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
1334 if(op->contr->mode & PU_SKILLSCROLL) 976 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 977 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
1337 if(op->contr->mode & PU_READABLES) 983 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1340 989
1341 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 993 || tmp->type == ROD
994 || tmp->type == HORN
995 || tmp->type == POWER_CRYSTAL)
996 {
997 CHK_PICK_PICKUP;
998 continue;
999 }
1345 1000
1346 /* pick up all magical items */ 1001 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1002 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1003 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1004 && !tmp->flag [FLAG_KNOWN_CURSED])
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1350 1009
1351 if(op->contr->mode & PU_VALUABLES) 1010 if (op->contr->mode & PU_VALUABLES)
1352 { 1011 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1012 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1355 } 1017 }
1356 1018
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1019 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1020 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1021 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1022 || tmp->type == AMULET
1023 || tmp->type == GIRDLE
1024 || tmp->type == SKILL_TOOL)
1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1029
1030 /* we don't forget dragon food */
1031 if (op->contr->mode & PU_FLESH)
1032 if (tmp->type == FLESH)
1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1361 1037
1362 /* bows and arrows. Bows are good for selling! */ 1038 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1039 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1040 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1366 if(op->contr->mode & PU_ARROW) 1046 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1047 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1369 1052
1370 /* all kinds of armor etc. */ 1053 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1054 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1055 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1374 if(op->contr->mode & PU_HELMET) 1061 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1062 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1377 if(op->contr->mode & PU_SHIELD) 1068 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1069 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1380 if(op->contr->mode & PU_BOOTS) 1075 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1076 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1383 if(op->contr->mode & PU_GLOVES) 1082 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1083 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1386 if(op->contr->mode & PU_CLOAK) 1089 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1090 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1389 1095
1390 /* hoping to catch throwing daggers here */ 1096 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1097 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1098 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1394 1103
1395 /* careful: chairs and tables are weapons! */ 1104 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1105 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1106 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1107 if (tmp->type == WEAPON)
1399 { 1108 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1109 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1110 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1111 continue;
1403 } 1112 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1113 }
1411 1114
1412 /* misc stuff that's useful */ 1115 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1116 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1117 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1118 {
1119 CHK_PICK_PICKUP;
1120 continue;
1121 }
1416 1122
1417 /* any of the last 4 bits set means we use the ratio for value 1123 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1124 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1125 if (op->contr->mode & PU_RATIO)
1420 { 1126 {
1421 /* use value density to decide what else to grab */ 1127 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1128 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1129 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1130 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1131 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1132 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1133 {
1428 pick_up(op, tmp);
1429#if 0 1134#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1135 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1136 if (tmp->name != NULL)
1137 {
1432 fprintf(stderr,"%s", tmp->name); 1138 fprintf (stderr, "%s", tmp->name);
1433 } 1139 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1140 else
1141 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1142 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1143 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1144#endif
1438 continue; 1145 CHK_PICK_PICKUP;
1439 } 1146 continue;
1147 }
1148 } /* the new pickup model */
1440 } 1149 }
1441 } /* the new pickup model */ 1150
1442 }
1443 return ! stop; 1151 return !stop;
1152}
1153
1154/* routine for both players and monsters. We call this when
1155 * there is a possibility for our action distrubing our hiding
1156 * place or invisiblity spell. Artefact invisiblity causes
1157 * "noise" instead. If we arent invisible to begin with, we
1158 * return 0.
1159 */
1160static int
1161action_makes_visible (object *op)
1162{
1163 if (op->invisible && op->flag [FLAG_ALIVE])
1164 {
1165 if (op->flag [FLAG_MAKE_INVIS])
1166 {
1167 // artefact invisibility is permanent, but we still make noise
1168 // this is important for game-balance.
1169 if (op->contr)
1170 op->make_noise ();
1171
1172 return 0;
1173 }
1174
1175 if (op->contr && op->contr->tmp_invis == 0)
1176 return 0;
1177
1178 /* If monsters, they should become visible */
1179 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1180 {
1181 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1182 return 1;
1183 }
1184 }
1185
1186 return 0;
1444} 1187}
1445 1188
1446/* 1189/*
1447 * Find an arrow in the inventory and after that 1190 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1191 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1192 * found object is returned.
1450 */ 1193 */
1194static object *
1451object *find_arrow(object *op, const char *type) 1195find_arrow (object *op, const char *type)
1452{ 1196{
1453 object *tmp = NULL; 1197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1198 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1199 return splay (tmp);
1454 1200
1455 for(op=op->inv; op; op=op->below) 1201 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1202 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1203 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1204 {
1459 else if (op->type==ARROW && op->race==type) 1205 splay (tmp);
1206 return arrow;
1207 }
1208
1460 return op; 1209 return 0;
1461 return tmp;
1462} 1210}
1463 1211
1464/* 1212/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1213 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1214 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1215 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1216 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1217 */
1470 1218static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1219find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1220{
1473 object *tmp = NULL, *arrow, *ntmp; 1221 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1222 int attacknum, attacktype, betterby = 0, i;
1475 1223
1476 if (!type) 1224 if (!type)
1477 return NULL; 1225 return NULL;
1478 1226
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1227 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1228 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1229 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1482 i = 0; 1230 {
1231 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1232 ntmp = find_better_arrow (arrow, target, type, &i);
1233
1484 if (i > betterby) { 1234 if (i > betterby)
1485 tmp = ntmp; 1235 {
1486 betterby = i; 1236 tmp = ntmp;
1487 } 1237 betterby = i;
1238 }
1239 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1240 else if (arrow->type == ARROW && arrow->race == type)
1241 {
1489 /* allways prefer assasination/slaying */ 1242 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1243 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1244 {
1492 if (arrow->attacktype & AT_DEATH) { 1245 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1246 {
1494 return arrow; 1247 *better = 100;
1495 } else { 1248 return arrow;
1496 tmp = arrow; 1249 }
1250 else
1251 {
1252 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1253 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1254 }
1499 } else { 1255 }
1256 else
1257 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1258 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1259 {
1501 attacktype = 1<<attacknum; 1260 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1261 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1262 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1263 {
1264 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1265 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1266 }
1507 } 1267 }
1268
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1269 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1270 {
1271 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1272 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1273 }
1274
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1275 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1276 {
1277 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1278 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1279 }
1280 }
1281 }
1516 } 1282 }
1517 } 1283
1518 }
1519 if (tmp == NULL && arrow == NULL) 1284 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1285 return find_arrow (op, type);
1521 1286
1522 *better = betterby; 1287 *better = betterby;
1523 return tmp; 1288 return tmp;
1524} 1289}
1525 1290
1526/* looks in a given direction, finds the first valid target, and calls 1291/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1292 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1293 * op = the shooter
1529 * type = bow->race 1294 * type = bow->race
1530 * dir = fire direction 1295 * dir = fire direction
1531 */ 1296 */
1532 1297static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1298pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1299{
1535 object *tmp = NULL; 1300 object *tmp = NULL;
1536 mapstruct *m; 1301 maptile *m;
1537 int i, mflags, found, number; 1302 int i, mflags, found, number;
1538 sint16 x, y; 1303 sint16 x, y;
1539 1304
1540 if (op->map == NULL) 1305 if (op->map == NULL)
1541 return find_arrow(op, type); 1306 return find_arrow (op, type);
1542 1307
1543 /* do a dex check */ 1308 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1309 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1310 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1311 return find_arrow (op, type);
1547 1312
1548 m = op->map; 1313 m = op->map;
1549 x = op->x; 1314 x = op->x;
1550 y = op->y; 1315 y = op->y;
1551 1316
1552 /* find the first target */ 1317 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1318 for (i = 0, found = 0; i < 20; i++)
1319 {
1554 x += freearr_x[dir]; 1320 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1321 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1322 mflags = get_map_flags (m, &m, x, y, &x, &y);
1323
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1324 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1325 {
1559 break; 1326 tmp = 0;
1327 break;
1328 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1329 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1330 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1331 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1332 * perhaps a bad assumption.
1563 */ 1333 */
1564 tmp = NULL; 1334 tmp = 0;
1565 break; 1335 break;
1566 } 1336 }
1337
1567 if (mflags & P_IS_ALIVE) { 1338 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1339 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1340 if (tmp->flag [FLAG_ALIVE])
1570 found++; 1341 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1342 }
1577 if (tmp == NULL) 1343
1344 if (!tmp)
1578 return find_arrow(op, type); 1345 return find_arrow (op, type);
1579 1346
1580 if (tmp->head) 1347 if (tmp->head)
1581 tmp = tmp->head; 1348 tmp = tmp->head;
1582 1349
1583 return find_better_arrow(op, tmp, type, &i); 1350 return find_better_arrow (op, tmp, type, &i);
1584} 1351}
1585 1352
1586/* 1353/*
1587 * Creature fires a bow - op can be monster or player. Returns 1354 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1355 * 1 if bow was actually fired, 0 otherwise.
1589 * op is the object firing the bow. 1356 * op is the object firing the bow.
1590 * part is for multipart creatures - the part firing the bow. 1357 * part is for multipart creatures - the part firing the bow.
1591 * dir is the direction of fire. 1358 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1359 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1360 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1361 * player fire modes.
1595 */ 1362 */
1363int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1364fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1365{
1599 object *left, *bow; 1366 object *left, *bow;
1600 tag_t left_tag, tag; 1367 int mflags;
1601 int bowspeed, mflags; 1368 maptile *m;
1602 mapstruct *m;
1603 1369
1604 if (!dir) { 1370 if (!dir)
1371 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1372 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1373 return 0;
1374 }
1375
1376 if (op->contr)
1377 bow = op->current_weapon;
1378 else
1607 } 1379 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1380 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1381 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1382 * don't need to switch back and forth between bows and weapons.
1614 */ 1383 */
1615 if(bow->type==BOW) 1384 if (bow->type == BOW)
1616 break; 1385 break;
1617 1386
1618 if (!bow) { 1387 if (!bow)
1388 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1389 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1390 return 0;
1621 } 1391 }
1392
1393 // optimisation: move object to top so we will find it quickly again
1394 splay (bow);
1622 } 1395 }
1396
1623 if( !bow->race || !bow->skill) { 1397 if (!bow->race || !bow->skill)
1398 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1399 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1400 return 0;
1626 } 1401 }
1627 1402
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1403 if (arrow == NULL)
1404 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1405 if ((arrow = find_arrow (op, bow->race)) == NULL)
1406 {
1638 if (op->type == PLAYER) 1407 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1408 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1409 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1410 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1411 op->clr_flag (FLAG_READY_BOW);
1412
1644 return 0; 1413 return 0;
1645 } 1414 }
1646 } 1415 }
1416
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1417 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1418 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1419 return 0;
1650 } 1420
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1421 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1422 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1423 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1424 return 0;
1654 } 1425 }
1655 1426
1656 /* this should not happen, but sometimes does */ 1427 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1428 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1429 {
1430 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1431 arrow->destroy ();
1432 return 0;
1433 }
1662 1434
1663 left = arrow; /* these are arrows left to the player */ 1435 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1436 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1437 if (!arrow)
1666 if (arrow == NULL) { 1438 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1439 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1440 return 0;
1669 return 0;
1670 } 1441 }
1671 set_owner(arrow, op); 1442
1672 if (arrow->skill) free_string(arrow->skill); 1443 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1444 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1445 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1446
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1447 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1448 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1449 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1450 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1451
1691 /* Note that this was different for monsters - they got their level 1452#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1453 if (player *pl = op->contr)
1693 */
1694 1454 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1455 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1456
1457 /* penalize ROF for bestarrow */
1458 if (pl->bowtype == bow_bestarrow)
1459 speed *= .9f;
1460 else
1461 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1462
1463 op->speed_left += speed - op->speed;
1464 }
1465#endif
1466
1467 SET_ANIMATION (arrow, arrow->direction);
1468
1699 /* update the speed */ 1469 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) +
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1470
1705 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1471 arrow->speed_left = 0;
1472 arrow->set_speed (max (2.f,
1473 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1474 + bow->stats.dam / 7.f
1475 ));
1709 1476
1477 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1478
1710 if (op->type == PLAYER) { 1479 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1480 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1481 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1482 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1483
1484 if (!arrow->slaying)
1485 arrow->slaying = op->slaying;
1486
1487 arrow->attacktype |= op->attacktype;
1488 }
1489 else
1490 {
1721 arrow->level = op->level; 1491 arrow->level = op->level;
1722 } 1492 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1493
1494 if (!arrow->slaying)
1495 arrow->slaying = bow->slaying;
1496
1724 arrow->attacktype |= bow->attacktype; 1497 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1498 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1499
1728 arrow->map = m; 1500 wc -= arrow->level;
1501 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1502
1503 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1504 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1505 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1506 arrow->set_flag (FLAG_NO_PICK);
1731 1507
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1508 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1509 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1510
1736 if (!was_destroyed(arrow, tag)) 1511 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1512 move_arrow (arrow);
1738 1513
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1514 return 1;
1746} 1515}
1747 1516
1748/* Special fire code for players - this takes into 1517/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1518 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1519 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1520 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1521 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1522 * hence the function name.
1754 */ 1523 */
1524static int
1755int player_fire_bow(object *op, int dir) 1525player_fire_bow (object *op, int dir)
1756{ 1526{
1757 int ret=0, wcmod=0; 1527 int ret;
1758 1528
1759 if (op->contr->bowtype == bow_bestarrow) { 1529 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1530 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1531 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1532 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1533 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1534 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1535 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1536 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1537 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1538 else if (op->contr->bowtype == bow_threewide)
1539 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1541 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1542 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1543 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1544 else if (op->contr->bowtype == bow_spreadshot)
1545 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1547 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1548 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1549 }
1777 } else { 1550 else
1551 {
1778 /* Simple case */ 1552 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1553 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1554 }
1555
1781 return ret; 1556 return ret;
1782} 1557}
1783
1784 1558
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1559/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1560 * Broken apart from 'fire' to keep it more readable.
1787 */ 1561 */
1562static void
1788void fire_misc_object(object *op, int dir) 1563fire_misc_object (object *op, int dir)
1789{ 1564{
1790 object *item; 1565 object *item = op->contr->ranged_ob;
1791 1566
1792 if (!op->contr->ranges[range_misc]) { 1567 if (!item)
1568 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1569 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1570 return;
1795 } 1571 }
1796 1572
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1573 if (!item->inv)
1574 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1575 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1576 return;
1801 } 1577 }
1802 if (item->type == WAND) { 1578
1803 if(item->stats.food<=0) { 1579 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1580 return;
1807 } 1581
1582 if (item->type == WAND)
1583 {
1584 if (item->stats.food <= 0)
1585 {
1586 op->contr->play_sound (sound_find ("wand_poof"));
1587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1588
1589 return;
1590 }
1591 }
1592 else if (item->type == ROD || item->type == HORN)
1593 {
1594 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1595
1596 // using the maximum of the rods charge allows at least one spell cast
1597 // for a rod or horn, this fixes some broken rods.
1598 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1599 {
1600 op->contr->play_sound (sound_find ("wand_poof"));
1601
1602 if (item->type == ROD)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1604 else
1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1606
1607 return;
1608 }
1609 }
1610
1611 if (cast_spell (op, item, dir, item->inv, NULL))
1612 {
1613 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1614
1615 if (item->type == WAND)
1616 {
1617 if (!(--item->stats.food))
1618 {
1619 if (item->arch)
1620 {
1621 item->clr_flag (FLAG_ANIMATE);
1622 item->face = item->arch->face;
1623 item->set_speed (0);
1624 }
1625
1626 if (object *pl = item->visible_to ())
1627 esrv_update_item (UPD_ANIM, pl, item);
1628 }
1629 }
1808 } else if (item->type == ROD || item->type==HORN) { 1630 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1631 drain_rod_charge (item);
1838 }
1839 } 1632 }
1840} 1633}
1841 1634
1842/* Received a fire command for the player - go and do it. 1635/* Received a fire command for the player - go and do it.
1843 */ 1636 */
1637bool
1844void fire(object *op,int dir) { 1638fire (object *who, int dir)
1639{
1845 int spellcost=0; 1640 int spellcost = 0;
1846 1641
1642 player *pl = who->contr;
1643
1644 if (pl->golem)
1645 {
1646 control_golem (who->contr->golem, dir);
1647 return false;
1648 }
1649
1650 object *ob = pl->ranged_ob;
1651
1652 if (!ob)
1653 return false;
1654
1655 if (who->speed_left > 0.f)
1656 --who->speed_left;
1657 else
1658 return false;
1659
1660 if (!who->apply (ob))
1661 return false;
1662
1847 /* check for loss of invisiblity/hide */ 1663 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1664 if (action_makes_visible (who))
1665 make_visible (who);
1849 1666
1850 switch(op->contr->shoottype) { 1667 switch (ob->type)
1851 case range_none: 1668 {
1852 return; 1669 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1670 player_fire_bow (who, dir);
1856 return; 1671 break;
1857 1672
1858 case range_magic: /* Casting spells */ 1673 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1674 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1675 break;
1861 1676
1862 case range_misc: 1677 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1678 apply_map_builder (who, dir);
1679 break;
1680
1681 case SKILL:
1682 do_skill (who, who, ob, dir, 0);
1683 break;
1684
1685 case RANGED:
1686 do_skill (who, ob, who->chosen_skill, dir, 0);
1687 break;
1688
1689 default:
1690 fire_misc_object (who, dir);
1691 break;
1692 }
1693
1694 return true;
1695}
1696
1697static object *
1698find_key_ (object *pl, object *container, object *door)
1699{
1700 object *tmp, *key;
1701
1702 /* Should not happen, but sanity checking is never bad */
1703 if (!container->inv)
1704 return 0;
1705
1706 /* First, lets try to find a key in the top level inventory */
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 {
1709 if (door->type == DOOR && tmp->type == KEY)
1710 break;
1711
1712 /* For sanity, we should really check door type, but other stuff
1713 * (like containers) can be locked with special keys
1714 */
1715 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1716 break;
1717 }
1718
1719 /* No key found - lets search inventories now */
1720 /* If we find and use a key in an inventory, return at that time.
1721 * otherwise, if we search all the inventories and still don't find
1722 * a key, return
1723 */
1724 if (!tmp)
1725 {
1726 for (tmp = container->inv; tmp; tmp = tmp->below)
1727 /* No reason to search empty containers */
1728 if (tmp->type == CONTAINER && tmp->inv)
1729 if ((key = find_key_ (pl, tmp, door)))
1730 return key;
1731
1732 if (!tmp)
1887 return; 1733 return 0;
1888 default: 1734 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1735
1890 return; 1736 /* We get down here if we have found a key. Now if its in a container,
1737 * see if we actually want to use it
1738 */
1739 if (pl != container)
1891 } 1740 {
1892} 1741 /* Only let players use keys in containers */
1742 if (!pl->contr)
1743 return 0;
1893 1744
1745 /* cases where this fails:
1746 * If we only search the player inventory, return now since we
1747 * are not in the players inventory.
1748 * If the container is not active, return now since only active
1749 * containers can be used.
1750 * If we only search keyrings and the container does not have
1751 * a race/isn't a keyring.
1752 * No checking for all containers - to fall through past here,
1753 * inv must have been an container and must have been active.
1754 *
1755 * Change the color so that the message doesn't disappear with
1756 * all the others.
1757 */
1758 if (pl->contr->usekeys == key_inventory
1759 || !container->flag [FLAG_APPLIED]
1760 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1761 {
1762 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1763 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1764 return NULL;
1765 }
1766 }
1894 1767
1768 return tmp;
1769}
1895 1770
1896/* find_key 1771/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1772 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1773 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1774 * This function merges both normal and locked door, since the logic
1900 * for both is the same - just the specific key is different. 1775 * for both is the same - just the specific key is different.
1901 * pl is the player, 1776 * pl is the player,
1902 * inv is the objects inventory to searched 1777 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1778 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1779 * This function can be called recursively to search containers.
1905 */ 1780 */
1906 1781object *
1907object * find_key(object *pl, object *container, object *door) 1782find_key (object *pl, object *container, object *door)
1908{ 1783{
1909 object *tmp,*key; 1784 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1785 {
1923 /* No key found - lets search inventories now */ 1786 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1787 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1788 // of searching through containers ourselves.
1926 * a key, return 1789
1927 */ 1790 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1791 }
1934 } 1792 else
1935 if (!tmp) return NULL; 1793 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1794}
1969 1795
1970/* moved door processing out of move_player_attack. 1796/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1797 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1798 * such that the caller should not do anything more,
1973 * 0 otherwise 1799 * 0 otherwise
1974 */ 1800 */
1801static int
1975static int player_attack_door(object *op, object *door) 1802player_attack_door (object *op, object *door)
1976{ 1803{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1804 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1805 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1806 * otherwise, we fall through to the rest of the code.
1981 */ 1807 */
1982 object *key=find_key(op, op, door); 1808 object *key = find_key (op, op, door);
1983 1809
1984 /* IF we found a key, do some extra work */ 1810 /* If we found a key, do some extra work */
1985 if (key) { 1811 if (key)
1812 {
1986 object *container=key->env; 1813 object *container = key->env;
1987 1814
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1815 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1816 make_visible (op);
1817
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1818 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1819 spring_trap (door->inv, op);
1820
1991 if (door->type == DOOR) { 1821 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1822 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1823 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1824 {
1996 "You open the door with the %s", query_short_name(key)); 1825 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1826 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1827 }
1828
1999 /* Do this after we print the message */ 1829 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1830 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1831
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1832 return 1; /* Nothing more to do below */
1833 }
2005 } else if (door->type==LOCKED_DOOR) { 1834 else if (door->type == LOCKED_DOOR)
1835 {
2006 /* Might as well return now - no other way to open this */ 1836 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1837 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1838 return 1;
2009 } 1839 }
1840
2010 return 0; 1841 return 0;
2011} 1842}
2012 1843
2013/* This function is just part of a breakup from move_player. 1844/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1845 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1846 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1847 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1848 * going to try and move (not fire weapons).
2018 */ 1849 */
2019 1850bool
2020void move_player_attack(object *op, int dir) 1851move_player_attack (object *op, int dir)
2021{ 1852{
2022 object *tmp, *mon, *tpl; 1853 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1854 {
2024 int on_battleground; 1855 --op->speed_left;
2025 mapstruct *m; 1856 return true;
1857 }
2026 1858
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1859 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1860 sint16 ny = freearr_y[dir] + op->y;
2031 1861
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1862 if (out_of_map (op->map, nx, ny))
1863 return false;
2033 1864
2034 /* If braced, or can't move to the square, and it is not out of the 1865 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1866 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1867 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1868 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1869 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1870 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1871 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1872 * move_ob uses.
2042 */ 1873 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1874 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1875
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1876 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1877 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1878 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1879 * on the space
2060 */ 1880 */
2061 while (tmp!=NULL) { 1881 object *mon;
2062 if (tmp == op) { 1882 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1883 {
2064 continue; 1884 if ((mon->flag [FLAG_ALIVE]
1885 || mon->type == LOCKED_DOOR
1886 || mon->flag [FLAG_CAN_ROLL])
1887 && mon != op)
1888 break;
2065 } 1889 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1890
2067 mon = tmp; 1891 /* no monster == player tries to move into a wall or so */
2068 break; 1892 if (!mon)
1893 {
1894 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1895 if (op->move_type & ob->move_block)
1896 {
1897 if (ob->move_block == MOVE_ALL)
1898 move_into_wall (op, ob);
1899 else
1900 {
1901 if (op->contr->ns->bumpmsg)
1902 {
1903 op->play_sound (sound_find ("blocked_move"));
1904
1905 op->statusmsg (ob->invisible
1906 ? "Something blocks you."
1907 : format ("Something blocks you from entering the %s.", query_name (ob))
1908 );
1909 }
1910 }
1911
1912 break;
1913 }
1914
1915 return false;
2069 } 1916 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */
2076 return; /* into a wall */
2077 1917
2078 if(mon->head != NULL)
2079 mon = mon->head; 1918 mon = mon->head_ ();
2080 1919
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1920 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1921 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1922 if (player_attack_door (op, mon))
1923 {
1924 --op->contr->weapon_sp_left;
1925 return true;
1926 }
2083 1927
2084 /* The following deals with possibly attacking peaceful 1928 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1929 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1930 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1931 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1932 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1933 * and thus will not push them.
2090 */ 1934 */
2091 1935
2092 /* If the creature is a pet, push it even if the player is not 1936 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1937 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1938 * player owns it and it is either friendly or unagressive.
2095 */ 1939 */
2096 if ((op->type==PLAYER) 1940 if (op->type == PLAYER
2097#if COZY_SERVER 1941 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1942 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1943 || mon->owner == op)
2103 ) 1944 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2104#else 1945 {
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */ 1946 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1947 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1948 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1949
1950 if (op->speed_left > 0.f)
1951 {
1952 --op->speed_left;
1953
1954 op->play_sound (sound_find ("push_player"));
1955 push_ob (mon, dir, op);
1956
1957 if (action_makes_visible (op))
1958 make_visible (op);
1959
1960 return true;
1961 }
1962 else
1963 return false;
1964 }
1965
1966 bool on_battleground = op_on_battleground (op, 0, 0);
1967
2117 /* in certain circumstances, you shouldn't attack friendly 1968 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1969 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1970 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1971 * attack them either.
2121 */ 1972 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1973 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1974 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2124 ( 1975 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1976 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1977 && !on_battleground))
1978 {
1979 if (op->speed_left > 0.f)
1980 {
1981 --op->speed_left;
1982
1983 if (!op->contr->braced)
2131 )) { 1984 {
2132 if (!op->contr->braced) { 1985 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1986 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1987 }
2135 } else { 1988 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1989 op->statusmsg ("You withhold your attack");
1990
1991 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1992 make_visible (op);
1993
1994 return true;
1995 }
2137 } 1996 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1997 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1998 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1999 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2000 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2001 {
2002 if (op->speed_left > 0.f)
2003 {
2004 --op->speed_left;
2005
2145 recursive_roll(mon,dir,op); 2006 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2007 if (action_makes_visible (op))
2147 } 2008 make_visible (op);
2148 2009
2010 return true;
2011 }
2012 }
2149 /* Any generic living creature. Including things like doors. 2013 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2014 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2015 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2016 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2017 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2018 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2019 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2020 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2021 {
2022 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2023 {
2024 --op->contr->weapon_sp_left;
2159 2025
2160 /* If the player hasn't hit something this tick, and does 2026 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2027
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2028 if (action_makes_visible (op))
2029 make_visible (op);
2030
2031 return true;
2032 }
2169 } 2033 }
2170 2034
2171 skill_attack(mon, op, 0, NULL, NULL); 2035 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 2036}
2189 2037
2038bool
2190int move_player(object *op,int dir) { 2039move_player (object *op, int dir)
2191 int pick; 2040{
2192 object *transport = op->contr->transport; 2041 if (!op->map || op->map->state != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2042 return 0;
2043
2044 /* Sanity check: make sure dir is valid */
2045 if (dir < 0 || dir > 8)
2046 {
2047 LOG (llevError, "move_player: invalid direction %d\n", dir);
2048 return 0;
2049 }
2050
2051 /* peterm: added following line */
2052 if (op->flag [FLAG_CONFUSED] && dir)
2053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2054
2055 op->facing = dir;
2056
2057 if (op->flag [FLAG_HIDDEN])
2058 do_hidden_move (op);
2059
2060 bool retval;
2061 int pick = 0;
2062
2063 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2064 retval = RESULT_INT (0);
2065 else if (op->contr->fire_on)
2066 retval = fire (op, dir);
2067 else
2068 {
2069 retval = move_player_attack (op, dir);
2070 pick = check_pick (op);
2071 }
2072
2073 /* Add special check for newcs players and fire on - this way, the
2074 * server can handle repeat firing.
2075 */
2076 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2077 op->direction = dir;
2078 else
2079 op->direction = 0;
2080
2081 /* Update how the player looks. Use the facing, so direction may
2082 * get reset to zero. This allows for full animation capabilities
2083 * for players.
2084 */
2085 animate_object (op, op->facing);
2086
2087 return retval;
2256} 2088}
2257 2089
2258/* This is similar to handle_player, below, but is only used by the 2090/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2091 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2092 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2093 * the new speed values for commands.
2262 * 2094 *
2263 * Returns true if there are more actions we can do. 2095 * Returns true if there are more actions we can do. Should not do
2096 * many actions in a row, as that would be too unfair to other
2097 * players.
2264 */ 2098 */
2099bool
2265int handle_newcs_player(object *op) 2100handle_newcs_player (object *op)
2266{ 2101{
2267 if (op->contr->hidden) { 2102 if (op->flag [FLAG_SCARED])
2268 op->invisible = 1000; 2103 {
2269 /* the socket code flashes the player visible/invisible 2104 if (op->speed_left > 0.f)
2270 * depending on the value of invisible, so we need to 2105 {
2271 * alternate it here for it to work correctly. 2106 --op->speed_left;
2272 */ 2107 flee_player (op);
2273 if (pticks & 2) op->invisible--; 2108
2109 return true;
2110 }
2111 else
2112 return false;
2274 } 2113 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282 2114
2283 if (QUERY_FLAG(op, FLAG_SCARED)) {
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 }
2303
2304 /* call this here - we also will call this in do_ericserver, but 2115 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2116 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2117 * called, so we recheck it here.
2307 */ 2118 */
2308 HandleClient(&op->contr->socket, op->contr); 2119 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2120 return true;
2310 2121
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2122 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2123 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2124
2321 else return 0; 2125 return false;
2322 } 2126}
2127
2128static int
2129save_life (object *op)
2130{
2131 if (!op->flag [FLAG_LIFESAVE])
2323 return 0; 2132 return 0;
2324}
2325 2133
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2135 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2136 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2137 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2138 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2139
2338 if (op->contr) 2140 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count); 2141 op->clr_flag (FLAG_LIFESAVE);
2340 remove_ob(tmp); 2142
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0) 2143 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2144 op->stats.hp = op->stats.maxhp;
2145
2345 if(op->stats.food<0) 2146 if (op->stats.food < 0)
2346 op->stats.food = 999; 2147 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2148
2149 op->update_stats ();
2348 return 1; 2150 return 1;
2349 } 2151 }
2152
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2153 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2154 op->clr_flag (FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2155 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2156 return 0;
2354} 2157}
2355 2158
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2159/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2160 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2161 * function will descend into containers. op is the object to start the search
2359 * from. 2162 * from.
2360 */ 2163 */
2164static void
2361void remove_unpaid_objects(object *op, object *env) 2165drop_unpaid_items (object *op, object *env)
2362{ 2166{
2363 object *next;
2364
2365 while (op) { 2167 while (op)
2366 next=op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op'
2368 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2370 remove_ob(op);
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 } 2168 {
2380} 2169 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2381 2170
2171 if (op->flag [FLAG_UNPAID])
2172 op->insert_at (env);
2173 else if (op->inv)
2174 drop_unpaid_items (op->inv, env);
2382 2175
2383/* 2176 op = next;
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2177 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2178}
2419 2179
2180void
2181object::drop_unpaid_items ()
2182{
2183 if (!flag [FLAG_REMOVED])
2184 ::drop_unpaid_items (inv, this);
2185}
2420 2186
2421 2187void
2422void do_some_living(object *op) { 2188do_some_living (object *op)
2189{
2423 int last_food=op->stats.food; 2190 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2191 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace;
2426 int i;
2427 int rate_hp = 1200; 2192 int rate_hp = 1200;
2428 int rate_sp = 2500; 2193 int rate_sp = 2500;
2429 int rate_grace = 2000; 2194 int rate_grace = 2000;
2430 const int max_hp = 1; 2195 const int max_hp = 1;
2431 const int max_sp = 1; 2196 const int max_sp = 1;
2432 const int max_grace = 1; 2197 const int max_grace = 1;
2433 2198
2434 if (op->contr->outputs_sync) { 2199#if 0
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2200 if (op->contr->hidden)
2436 if (op->contr->outputs[i].buf!=NULL &&
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]);
2439 }
2440
2441 if(op->contr->state==ST_PLAYING) {
2442
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 } 2201 {
2457 if(op->contr->gen_grace >= 0) 2202 op->invisible = 1000;
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2203 /* the socket code flashes the player visible/invisible
2459 else { 2204 * depending on the value of invisible, so we need to
2460 gen_grace = op->stats.maxgrace; 2205 * alternate it here for it to work correctly.
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 } 2206 */
2479 if (max_sp>1) { 2207 if (server_tick & 2)
2480 over_sp = (gen_sp+10)/rate_sp; 2208 op->invisible--;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 } 2209 }
2512 } else { 2210 else
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2211#endif
2212 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2213 {
2214 if (!op->invisible--)
2215 {
2216 make_visible (op);
2217 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2218 }
2219 }
2556 2220
2221 if (op->contr->ns->state == ST_PLAYING)
2222 {
2223 /* these next three if clauses make it possible to SLOW DOWN
2224 hp/grace/spellpoint regeneration. */
2557 if(op->contr->gen_hp > 0) 2225 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2226 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2227 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2228 {
2229 gen_hp = op->stats.maxhp;
2230 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2231 }
2232
2233 if (op->contr->gen_sp >= 0)
2234 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2235 else
2236 {
2237 gen_sp = op->stats.maxsp;
2238 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2239 }
2240
2241 if (op->contr->gen_grace >= 0)
2242 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2243 else
2244 {
2245 gen_grace = op->stats.maxgrace;
2246 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2247 }
2248
2249 /* Regenerate Grace */
2250 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2251 if (--op->last_grace < 0)
2252 {
2253 if (op->stats.grace < op->stats.maxgrace / 2)
2254 op->stats.grace++; /* no penalty in food for regaining grace */
2255
2256 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2257
2258 if (max_grace > 1)
2259 {
2260 int over_grace = temp / rate_grace;
2261
2262 if (over_grace > 0)
2263 {
2264 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2265 op->last_grace = 0;
2266 }
2267 else
2268 op->last_grace = rate_grace / temp;
2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2272
2273 /* wearing stuff doesn't detract from grace generation. */
2274 }
2275
2276 if (op->stats.food > 0)
2277 {
2278 /* Regenerate Spell Points */
2279 if (!op->contr->golem && --op->last_sp < 0)
2280 {
2281 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2282
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp++;
2286
2287 /* dms do not consume food */
2288 if (!op->flag [FLAG_WIZ])
2289 {
2290 op->stats.food--;
2291
2292 if (op->contr->digestion < 0)
2293 op->stats.food += op->contr->digestion;
2294 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2295 op->stats.food = last_food;
2296 }
2297 }
2298
2299 if (max_sp > 1)
2300 {
2301 int over_sp = (gen_sp + 10) / rate_sp;
2302 if (over_sp > 0)
2303 {
2304 if (op->stats.sp < op->stats.maxsp)
2305 {
2306 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2307
2308 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2309 op->stats.sp--;
2310
2311 if (op->stats.sp > op->stats.maxsp)
2312 op->stats.sp = op->stats.maxsp;
2313 }
2314
2315 op->last_sp = 0;
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323
2324 /* Regenerate Hit Points */
2325 if (--op->last_heal < 0)
2326 {
2327 if (op->stats.hp < op->stats.maxhp)
2328 {
2329 op->stats.hp++;
2330
2331 /* dms do not consume food */
2332 if (!op->flag [FLAG_WIZ])
2333 {
2334 op->stats.food--;
2335
2336 if (op->contr->digestion < 0)
2337 op->stats.food += op->contr->digestion;
2338 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2339 op->stats.food = last_food;
2340 }
2341 }
2342
2343 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2344
2345 if (max_hp > 1)
2346 {
2347 int over_hp = temp / rate_hp;
2348
2349 if (over_hp > 0)
2350 {
2351 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2352 op->last_heal = 0;
2353 }
2354 else
2355 op->last_heal = rate_hp / temp;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 }
2361
2362 /* Digestion */
2363 if (--op->last_eat < 0)
2364 {
2365 int bonus = max (0, op->contr->digestion),
2366 penalty = max (0, -op->contr->digestion);
2367
2368 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2369
2561 /* dms do not consume food */ 2370 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2371 if (!op->flag [FLAG_WIZ])
2563 } 2372 op->stats.food--;
2564 } 2373 }
2565 2374
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2375 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2376 {
2377 object *flesh = 0;
2568 2378
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2379 for_inv_removable (op, tmp)
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2380 {
2381 if (tmp->flag [FLAG_UNPAID])
2382 continue;
2383
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2384 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2385 {
2573 manual_apply(op,tmp,0); 2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2388 op->apply (tmp);
2389
2574 if(op->stats.food>=0||op->stats.hp<0) 2390 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2391 break;
2576 } 2392 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2393 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2394 flesh = tmp;
2579 } /* end of for loop */ 2395 }
2396
2580 /* If player is still starving, it means they don't have any food, so 2397 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2398 * eat flesh instead.
2582 */ 2399 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2400 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2401 {
2585 manual_apply(op,flesh,0); 2402 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2403 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2404 op->apply (flesh);
2405 }
2588 2406
2589 while(op->stats.food<0&&op->stats.hp>0) 2407 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2408 if (op->stats.food < 0)
2591 2409 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2410 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2411 }
2412
2413 if (op->stats.food < 0)
2414 {
2415 op->stats.hp += op->stats.food;
2416 op->stats.food = 0;
2417
2418 if (op->stats.hp < 0)
2419 {
2420 op->contr->killer = archetype::get ("killer_starvation");
2421 op->contr->killer->destroy ();
2422 }
2423 }
2424
2425 /* killer should be set here already */
2426 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2427 kill_player (op);
2428 }
2429}
2597 2430
2598/* If the player should die (lack of hp, food, etc), we call this. 2431/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2432 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2433 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2434 * file.
2602 */ 2435 */
2436void
2603void kill_player(object *op) 2437kill_player (object *op)
2604{ 2438{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2439 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2440 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2441 int will_kill_again;
2614 archetype *at; 2442 archetype *at;
2615 object *tmp; 2443 object *tmp;
2616 2444
2617 if(save_life(op)) 2445 if (save_life (op))
2618 return; 2446 return;
2619 2447
2448 dynbuf_text deathtab;
2620 2449
2450 /* restore player */
2451 at = archetype::find (shstr_poisoning);
2452 if (object *tmp = present_arch_in_ob (at, op))
2453 {
2454 tmp->destroy ();
2455 deathtab << "Your body feels cleansed...\r";
2456 }
2457
2458 at = archetype::find (shstr_confusion);
2459 if (object *tmp = present_arch_in_ob (at, op))
2460 {
2461 tmp->destroy ();
2462 deathtab << "Your mind feels clearer...\r";
2463 }
2464
2465 cure_disease (op, 0, 0); /* remove any disease */
2466
2467 max_it (op->stats.hp , op->stats.maxhp);
2468 max_it (op->stats.sp , op->stats.maxsp);
2469 max_it (op->stats.grace, op->stats.maxgrace);
2470 max_it (op->stats.food , 200);
2471
2472 // remove all spell effects that are active
2473 // to avoid long-term effects such as word-of-recall
2474 for (object *item = op->inv; item; )
2475 {
2476 object *next = item->below;
2477
2478 if (item->type == SPELL_EFFECT && item->active)
2479 item->destroy ();
2480
2481 item = next;
2482 }
2483
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2484 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2485 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2486 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2487 */
2625 if (op_on_battleground(op, &x, &y)) { 2488 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2489 {
2627 "You have been defeated in combat!"); 2490 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2491
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2492 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2493 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2494
2655 { 2495 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2496 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2497 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2498 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2499 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2500 (int)op->level,
2661 op->contr->killer); 2501 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2502 );
2503 tmp->value = 0, tmp->type = 0;
2504 tmp->material = name_to_material (shstr_organic);
2505 tmp->insert_at (op, tmp);
2506
2669 /* teleport defeated player to new destination*/ 2507 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2508 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2509 op->contr->braced = 0;
2672 return;
2673 }
2674 2510
2511 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2512 return;
2513 }
2514
2515 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2516 deathtab << "T<YOU HAVE DIED>\n\n";
2517
2675 INVOKE_PLAYER (DEATH, op->contr); 2518 INVOKE_PLAYER (DEATH, op->contr);
2676 2519
2677 command_kill_pets (op, 0); 2520 command_kill_pets (op, 0);
2678 2521
2679 if(op->stats.food<0) { 2522 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2523
2700 /* save the map location for corpse, gravestone*/ 2524 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2525 x = op->x;
2526 y = op->y;
2527 map = op->map;
2702 2528
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2529 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2530 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2531 * See the config.h file for a little more in depth detail about this.
2708 */ 2532 */
2709 2533
2710 /* Basically two ways to go - remove a stat permanently, or just 2534 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2535 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2536 * of death.
2713 */ 2537 */
2714#ifndef COZY_SERVER 2538#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2539 if (settings.balanced_stat_loss)
2540 {
2716 /* If stat loss is permanent, lose one stat only. */ 2541 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2542 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2543 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2544 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2545 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2546 little bit harder. */
2722 /* GD */ 2547 /* GD */
2723 if (settings.stat_loss_on_death) 2548 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2549 num_stats_lose = 1;
2725 else 2550 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2551 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2552 }
2553 else
2728 num_stats_lose = 1; 2554 num_stats_lose = 1;
2729 } 2555
2730 lost_a_stat = 0; 2556 lost_a_stat = 0;
2731 2557
2732 for (z=0; z<num_stats_lose; z++) { 2558 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2559 {
2560 i = rndm (NUM_STATS);
2734 2561
2735 if (settings.stat_loss_on_death) { 2562 if (settings.stat_loss_on_death)
2563 {
2736 /* Pick a random stat and take a point off it. Tell the player 2564 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2565 * what he lost.
2738 */ 2566 */
2739 change_attr_value(&(op->stats), i,-1); 2567 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2568 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2569 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2570 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2571 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2572 lost_a_stat = 1;
2745 } else { 2573 }
2574 else
2575 {
2746 /* deplete a stat */ 2576 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2577 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2578 object *dep;
2579
2580 dep = present_arch_in_ob (deparch, op);
2581 if (!dep)
2749 2582 {
2750 dep = present_arch_in_ob(deparch,op); 2583 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2584 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2585 }
2783 if (lose_this_stat) { 2586 lose_this_stat = 1;
2587 if (settings.balanced_stat_loss)
2588 {
2589 /* GD */
2590 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2591 this_stat = get_attr_value (&(dep->stats), i);
2592 if (this_stat < 0)
2593 {
2594 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2595 int keep_chance = this_stat * this_stat;
2596
2597 /* Yes, I am paranoid. Sue me. */
2598 if (keep_chance < 1)
2599 keep_chance = 1;
2600
2601 /* There is a maximum depletion total per level. */
2602 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2603 {
2604 lose_this_stat = 0;
2605 /* Take loss chance vs keep chance to see if we
2606 retain the stat. */
2607 }
2608 else
2609 {
2610 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2611 lose_this_stat = 0;
2612 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2613 this_stat, keep_chance, loss_chance,
2614 lose_this_stat?"LOSE":"KEEP"); */
2615 }
2616 }
2617 }
2618
2619 if (lose_this_stat)
2620 {
2621 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2622 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2623 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2624 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2625 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2626 * difference.
2790 */ 2627 */
2791 if (this_stat>=-50) { 2628 if (this_stat >= -50)
2629 {
2792 change_attr_value(&(dep->stats), i, -1); 2630 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2631 dep->set_flag (FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2632 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2633 op->update_stats ();
2796 lost_a_stat = 1; 2634 lost_a_stat = 1;
2797 } 2635 }
2798 } 2636 }
2637 }
2799 } 2638 }
2800 } 2639
2801 /* If no stat lost, tell the player. */ 2640 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2641 if (!lost_a_stat)
2803 { 2642 {
2804 /* determine_god() seems to not work sometimes... why is this? 2643 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2644 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2645 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2646
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2647 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2648 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2649 else
2811 else 2650 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2651 }
2652#else
2653 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2654#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2655
2819 /* Put a gravestone up where the character 'almost' died. List the 2656 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2657 * exp loss on the stone.
2821 */ 2658 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2659 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2660 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2661 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2662 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2663 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2664 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2665 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2666
2836 /**************************************/ 2667 /**************************************/
2837 /* */ 2668 /* */
2838 /* Subtract the experience points, */ 2669 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2670 /* */
2842 /**************************************/ 2671 /**************************************/
2843 2672
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2673 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2674 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2675
2870 /* 2676 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2677 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2678 * and put them back in the map.
2873 * in the map. 2679 */
2874 */ 2680 op->drop_unpaid_items ();
2875 2681
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2682 /****************************************/
2885 /* */ 2683 /* */
2886 /* Move player to his current respawn- */ 2684 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2685 /* position (usually last savebed) */
2888 /* */ 2686 /* */
2889 /****************************************/ 2687 /****************************************/
2890 2688
2891 enter_player_savebed(op); 2689 enter_player_savebed (op);
2892 2690
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2691 op->contr->braced = 0;
2897 save_player(op,1);
2898 2692
2899 /* it is possible that the player has blown something up 2693 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2694 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2695 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2696 * on the space that might harm the player.
2903 */ 2697 */
2904 will_kill_again=0; 2698 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2699 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2700 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2701 will_kill_again |= tmp->attacktype;
2908 } 2702
2909 if (will_kill_again) { 2703 if (will_kill_again)
2704 {
2910 object *force; 2705 object *force;
2911 int at; 2706 int at;
2912 2707
2913 force=get_archetype(FORCE_NAME); 2708 force = archetype::get (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2709 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1;
2916 force->speed_left=-5.0; 2710 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2711 force->set_speed (0.1f);
2712 force->set_flag (FLAG_APPLIED);
2713
2918 for (at=0; at<NROFATTACKS; at++) { 2714 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2715 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2716 force->resist[at] = 100;
2921 } 2717
2922 insert_ob_in_ob(force, op); 2718 insert_ob_in_ob (force, op);
2923 fix_player(op); 2719 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2720 }
2982 }
2983 play_again(op);
2984 2721
2985 /* peterm: added to create a corpse at deathsite. */ 2722 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2723}
2999 2724
3000 2725static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2726loot_object (object *op)
2727{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2728 object *tmp, *next;
3003 2729
3004 if (op->container) { /* close open sack first */ 2730 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2731
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2732 for (tmp = op->inv; tmp; tmp = next)
2733 {
3009 next=tmp->below; 2734 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2735
3011 remove_ob(tmp); 2736 if (tmp->invisible)
2737 continue;
2738
2739 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2740 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2741
3014 loot_object(tmp); 2742 if (tmp->type == CONTAINER)
3015 } 2743 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2744
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2745 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2746 {
3018 if(tmp->nrof>1) { 2747 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2748 {
3020 free_object(tmp2); 2749 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
2751 }
2752 else
2753 tmp->destroy ();
2754 }
3022 } else 2755 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2756 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2757 }
3027} 2758}
3028 2759
3029/* 2760/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2761 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2762 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2763 * was changed.
3033 */ 2764 */
2765void
2766fix_weight ()
2767{
2768 for_all_players (pl)
2769 {
2770 weight_t old = pl->ob->carrying;
3034 2771
3035void fix_weight(void) { 2772 pl->ob->update_weight ();
3036 player *pl; 2773
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2774 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2775 {
3039 if(old == sum) 2776 pl->ob->update_stats ();
3040 continue; 2777 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2778 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2779 }
3045} 2780}
3046 2781
3047void fix_luck(void) { 2782void
3048 player *pl; 2783fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2784{
2785 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2786 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2787 pl->ob->change_luck (0);
3052} 2788}
3053
3054 2789
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2790/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2791 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2792 * just treat this as any other spell casting object.
3058 */ 2793 */
3059
3060void 2794void
3061cast_dust (object * op, object * throw_ob, int dir) 2795cast_dust (object *op, object *throw_ob, int dir)
3062{ 2796{
3063 object *skop, *spob; 2797 object *skop, *spob;
3064 2798
3065 skop = find_skill_by_name (op, throw_ob->skill); 2799 skop = find_skill_by_name (op, throw_ob->skill);
3066 2800
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2801 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2802 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2803 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2804 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2805 return;
3073 } 2806 }
3074 2807
3075 spob = throw_ob->inv; 2808 spob = throw_ob->inv;
3076 2809
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2810 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2811 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2812 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2813 if (!spob)
3081 { 2814 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2815 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2816 return;
3085 } 2817 }
3086 2818
3087 if (op->type == PLAYER) 2819 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2820 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2821
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2822 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2823
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2824 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2825}
3096 2826
2827void
3097void make_visible (object *op) { 2828make_visible (object *op)
3098 op->hide = 0; 2829{
2830 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2831 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2832
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2833 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2834 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2835 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2836 op->contr->invis_race = 0;
2837 }
2838
2839 update_object (op, UP_OBJ_CHANGE);
2840}
2841
2842int
2843is_true_undead (object *op)
2844{
2845 if (op->arch->flag [FLAG_UNDEAD])
2846 return 1;
2847
3116 return 0; 2848 return 0;
3117} 2849}
3118 2850
3119/* look at the surrounding terrain to determine 2851/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2852 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2853 * indicate greater hideability.
3122 */ 2854 */
3123 2855int
3124int hideability(object *ob) { 2856hideability (object *ob)
2857{
3125 int i,level=0, mflag; 2858 int i, level = 0, mflag;
3126 sint16 x,y; 2859 sint16 x, y;
3127 2860
3128 if(!ob||!ob->map) return 0; 2861 if (!ob || !ob->map)
2862 return 0;
3129 2863
3130 /* so, on normal lighted maps, its hard to hide */ 2864 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2865 level = ob->map->darklevel () - 2;
3132 2866
3133 /* this also picks up whether the object is glowing. 2867 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2868 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2869 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2870 if (ob->has_carried_lights ())
2871 level = -(10 + (2 * ob->map->darklevel ()));
3137 2872
3138 /* scan through all nearby squares for terrain to hide in */ 2873 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2874 for (i = 0, x = ob->x, y = ob->y;
2875 i <= SIZEOFFREE1;
2876 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2877 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2878 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2879 if (mflag & P_OUT_OF_MAP)
2880 continue;
2881
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2882 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2883 level += 2;
3144 else /* open terrain! */ 2884 else /* open terrain! */
3145 level -= 1; 2885 level -= 1;
3146 } 2886 }
3147 2887
3148#if 0 2888#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2889 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2890#endif
3151 return level; 2891 return level;
3152} 2892}
3153 2893
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2894/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2895 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2896 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2897 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2898 */
3159 2899void
3160void do_hidden_move (object *op) { 2900do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2901{
3162 object *skop; 2902 int hide = 0;
3163 2903
3164 if(!op || !op->map) return; 2904 if (!op || !op->map)
2905 return;
3165 2906
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2907 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2908 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2909
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2910 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2911 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2912 if (!skop || num >= skop->level)
2913 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2915 make_visible (op);
3173 return; 2916 return;
3174 } else num += 20;
3175 } 2917 }
2918 else
2919 num += 20;
2920
3176 num += op->map->difficulty; 2921 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2922 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2923 num -= hide;
2924
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2925 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2926 {
3180 make_visible(op); 2927 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2928
3182 "You moved out of hiding! You are visible!"); 2929 if (op->type == PLAYER)
2930 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2931 }
3184 else if (op->type == PLAYER && skop) { 2932 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2933 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2934}
3188 2935
3189/* determine if who is standing near a hostile creature. */ 2936/* determine if who is standing near a hostile creature. */
3190 2937
2938int
3191int stand_near_hostile( object *who ) { 2939stand_near_hostile (object *who)
2940{
3192 object *tmp=NULL; 2941 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2942 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2943 maptile *m;
3195 sint16 x,y; 2944 sint16 x, y;
3196 2945
3197 if(!who) return 0; 2946 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2947 return 0;
3227}
3228 2948
2949 if (who->type == PLAYER)
2950 player = 1;
2951
2952 else
2953 friendly = who->flag [FLAG_FRIENDLY];
2954
2955 /* search adjacent squares */
2956 for (i = 1; i < 9; i++)
2957 {
2958 x = who->x + freearr_x[i];
2959 y = who->y + freearr_y[i];
2960 m = who->map;
2961 mflags = get_map_flags (m, &m, x, y, &x, &y);
2962 /* space must be blocked if there is a monster. If not
2963 * blocked, don't need to check this space.
2964 */
2965 if (mflags & P_OUT_OF_MAP)
2966 continue;
2967 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2968 continue;
2969
2970 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2971 {
2972 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2973 return 1;
2974 else if (tmp->type == PLAYER)
2975 return 1;
2976 }
2977 }
2978 return 0;
2979}
2980
3229/* check the player los field for viewability of the 2981/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2982 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2983 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2984 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2985 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2986 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2987 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2988 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2989 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 2990 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2991 * -b.t.
3240 * This function is now map tiling safe. 2992 * This function is now map tiling safe.
3241 */ 2993 */
3242 2994int
3243int player_can_view (object *pl,object *op) { 2995player_can_view (object *pl, object *op)
2996{
3244 rv_vector rv; 2997 rv_vector rv;
3245 int dx,dy; 2998 int dx, dy;
3246 2999
3247 if(pl->type!=PLAYER) { 3000 if (pl->type != PLAYER)
3001 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3002 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3003 return -1;
3274 op = op->more;
3275 } 3004 }
3005
3006 if (!pl || !op)
3276 return 0; 3007 return 0;
3277}
3278 3008
3279/* routine for both players and monsters. We call this when 3009 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 3010
3281 * place or invisiblity spell. Artefact invisiblity is not 3011 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 3012
3283 * return 0. 3013 /* starting with the 'head' part, lets loop
3014 * through the object and find if it has any
3015 * part that is in the los array but isn't on
3016 * a blocked los square.
3017 * we use the archetype to figure out offsets.
3284 */ 3018 */
3285int action_makes_visible (object *op) { 3019 while (op)
3020 {
3021 dx = rv.distance_x + op->arch->x;
3022 dy = rv.distance_y + op->arch->y;
3286 3023
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3024 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3025 return 1;
3297 } 3026
3027 op = op->more;
3298 } 3028 }
3029
3299 return 0; 3030 return 0;
3300} 3031}
3301 3032
3302/* op_on_battleground - checks if the given object op (usually 3033/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3034 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3035 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3036 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3037 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3038 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3039 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3040 */
3041int
3310int op_on_battleground (object *op, int *x, int *y) { 3042op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3043{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3044 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3045 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3046 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3047 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3048 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3049 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3050 for (object *tmp = op->below; tmp; tmp = tmp->below)
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3051 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (tmp->flag [FLAG_IS_FLOOR])
3322 strcmp(tmp->name, "battleground")==0 && 3053 {
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 if (tmp->flag [FLAG_NO_PICK]
3055 && tmp->type == BATTLEGROUND
3056 && tmp->name == shstr_battleground
3057 && EXIT_X (tmp) && EXIT_Y (tmp))
3058 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3059 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3060 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3061 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3062 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3063 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3064 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3065 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3066
3067 return 1;
3068 }
3069
3070 if (x && y)
3071 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3072
3332 return 1; 3073 return 1;
3333 } 3074 }
3334 } 3075 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3076 }
3340 } 3077
3341 }
3342 /* If we got here, did not find a battleground */ 3078 /* If we got here, did not find a battleground */
3343 return 0; 3079 return 0;
3344} 3080}
3345 3081
3346/* 3082/*
3350 * attributes: 3086 * attributes:
3351 * object *who the dragon player 3087 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3088 * int atnr the attack-number of the ability focus
3353 * int level ability level 3089 * int level ability level
3354 */ 3090 */
3091void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3092dragon_ability_gain (object *who, int atnr, int level)
3093{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3094 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3095 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3096 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3097 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3098 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3099 int i = 0, j = 0;
3362 3100
3363 /* get the appropriate treasurelist */ 3101 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3102 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3103 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3104 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3105 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3106 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3107 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3108 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3109 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3110
3373 if (trlist == NULL || who->type != PLAYER) 3111 if (trlist == NULL || who->type != PLAYER)
3374 return; 3112 return;
3375 3113
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3114 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3115
3378 3116 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3117 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3118 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3119 return;
3382 } 3120 }
3383 3121
3384 /* everything seems okay - now bring on the gift: */ 3122 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3123 item = tr->item;
3386 3124
3387 if (item->type == SPELL) { 3125 if (item->type == SPELL)
3126 {
3388 if (check_spell_known (who, item->name)) 3127 if (check_spell_known (who, item->name))
3389 return; 3128 return;
3390 3129
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3130 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3131 do_learn_spell (who, item, 0);
3393 return; 3132 return;
3394 } 3133 }
3395 3134
3396 /* grant direct spell */ 3135 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3136 if (item->type == SPELLBOOK)
3137 {
3398 if (!item->inv) { 3138 if (!item->inv)
3139 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3140 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3141 return;
3402 } 3142 }
3403 if (check_spell_known (who, item->inv->name)) 3143 if (check_spell_known (who, item->inv->name))
3404 return; 3144 return;
3405 if (item->invisible) { 3145 if (item->invisible)
3146 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3147 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3148 do_learn_spell (who, item->inv, 0);
3408 return; 3149 return;
3409 } 3150 }
3410 } 3151 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3152 else if (item->type == SKILL_TOOL && item->invisible)
3153 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3154 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3155 {
3413 3156
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3157 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3158 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3159 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3160 * but not all of them, he gets nothing.
3418 */ 3161 */
3419 if (!(skop->attacktype & item->attacktype)) { 3162 if (!(skop->attacktype & item->attacktype))
3163 {
3420 /* Give new attacktype */ 3164 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3165 skop->attacktype |= item->attacktype;
3422 3166
3423 /* always add physical if there's none */ 3167 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3168 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3169
3429 /* Give player new face */ 3170 if (item->msg != NULL)
3430 if (item->animation_id) {
3431 who->face = skop->face;
3432 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0;
3435 who->state = 0;
3436 animate_object(who, who->direction);
3437 }
3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */
3443 object *skin;
3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below);
3447 if (skin == NULL) return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) {
3457 if (j)
3458 strcat(buf," and ");
3459 else
3460 j = 1;
3461 strcat(buf, spellpathnames[i]);
3462 }
3463 }
3464 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 }
3467
3468 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475
3476 /* print message if there is one */
3477 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3171 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else {
3481 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 }
3488}
3489 3172
3490/** 3173 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3174 if (item->animation_id)
3492 * not readied. 3175 {
3493 */ 3176 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3177 who->animation_id = item->animation_id;
3495 rangetype i; 3178 who->anim_speed = item->anim_speed;
3496 3179 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3180 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3181 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3182 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3183 }
3503 } 3184 }
3504 } 3185 }
3186 else if (item->type == FORCE)
3187 {
3188 /* forces in the treasurelist can alter the player's stats */
3189 object *skin;
3190
3191 /* first get the dragon skin force */
3192 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3193 ;
3194
3195 if (!skin)
3196 return;
3197
3198 /* adding new spellpath attunements */
3199 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3200 {
3201 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3202
3203 /* print message */
3204 sprintf (buf, "You feel attuned to ");
3205 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3206 {
3207 if (item->path_attuned & (1 << i))
3208 {
3209 if (j)
3210 strcat (buf, " and ");
3211 else
3212 j = 1;
3213 strcat (buf, spellpathnames[i]);
3214 }
3215 }
3216
3217 strcat (buf, ".");
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3219 }
3220
3221 /* evtl. adding flags: */
3222 if (item->flag [FLAG_XRAYS])
3223 skin->set_flag (FLAG_XRAYS);
3224 if (item->flag [FLAG_STEALTH])
3225 skin->set_flag (FLAG_STEALTH);
3226 if (item->flag [FLAG_SEE_IN_DARK])
3227 skin->set_flag (FLAG_SEE_IN_DARK);
3228
3229 /* print message if there is one */
3230 if (item->msg != NULL)
3231 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3232 }
3233 else
3234 {
3235 /* generate misc. treasure */
3236 tmp = tr->item->instance ();
3237 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3238 who->insert (tmp);
3239 }
3505} 3240}
3241
3242//-GPL
3243
3244sint8
3245player::darkness_at (maptile *map, int x, int y) const
3246{
3247 if (!ns)
3248 return LOS_BLOCKED;
3249
3250 int dx, dy;
3251 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3252 return LOS_BLOCKED;
3253
3254 x += dx - ns->current_x;
3255 y += dy - ns->current_y;
3256
3257 return blocked_los (x, y);
3258}
3259
3260void
3261player::infobox (const char *title, const char *msg, int color)
3262{
3263 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3264}
3265
3266void
3267player::statusmsg (const char *msg, int color)
3268{
3269 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3270}
3271
3272void
3273player::failmsg (const char *msg, int color)
3274{
3275 play_sound (sound_find ("generic_failure"));
3276 statusmsg (msg, color);
3277}
3278
3279void
3280object::failmsgf (const char *format, ...)
3281{
3282 if (!contr)
3283 return;
3284
3285 va_list ap;
3286 va_start (ap, format);
3287 contr->failmsg (vformat (format, ap));
3288 va_end (ap);
3289}
3290
3291void
3292player::failmsgf (const char *format, ...)
3293{
3294 va_list ap;
3295 va_start (ap, format);
3296 failmsg (vformat (format, ap));
3297 va_end (ap);
3298}
3299

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