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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.301 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26//+GPL
7 CrossFire, A Multiplayer game for X-windows
8 27
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 28#include <algorithm>
10 Copyright (C) 1992 Frank Tore Johansen 29#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 30
29#include <global.h> 31#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 32#include <sproto.h>
35#endif
36#include <sounds.h> 33#include <sounds.h>
37#include <living.h> 34#include <living.h>
38#include <object.h> 35#include <object.h>
39#include <spells.h> 36#include <spells.h>
40#include <skills.h> 37#include <skills.h>
41#include <newclient.h>
42 38
43#ifdef COZY_SERVER 39playervec players;
44extern int same_party (partylist *a, partylist *b);
45#endif
46 40
47player *find_player(const char *plname) 41/* This loads the first map an puts the player on it. */
42static void
43set_first_map (object *op)
48{ 44{
49 player *pl; 45 op->contr->maplevel = first_map_path;
50 for(pl=first_player;pl!=NULL;pl=pl->next) 46 op->x = -1;
51 { 47 op->y = -1;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56} 48}
57 49
58player* find_player_partial_name( const char* plname ) 50void
59 { 51player::activate ()
60 player* pl; 52{
61 player* found = NULL; 53 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; 54 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 55
133void send_news(const object *op) { 56 players.insert (this);
134 char buf[MAX_BUF]; 57 ob->remove ();
135 char news[HUGE_BUF]; 58 ob->map = 0;
136 char subject[MAX_BUF]; 59 ob->activate_recursive ();
137 FILE *fp; 60 ob->clr_flag (FLAG_FRIENDLY);
138 int comp; 61 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} 62}
180 63
181int playername_ok(const char *cp) { 64void
182 /* Don't allow - or _ as first character in the name */ 65player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 66{
184 67 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; 68 return;
189}
190 69
191/* This no longer sets the player map. Also, it now updates 70 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 71 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 72 ob->deactivate_recursive ();
194 */
195 73
196/* Redo this to do both get_player_ob and get_player. 74 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 75 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 76
206 if (!p) { 77 ob->remove ();
207 player *tmp; 78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
79 ob->map = 0;
80 party = 0;
208 81
209 p = (player *) malloc(sizeof(player)); 82 players.erase (this);
210 if(p==NULL) 83}
211 fatal(OUT_OF_MEMORY);
212 84
213 /* This adds the player in the linked list. There is extra 85// connect the player with a specific client
214 * complexity here because we want to add the new player at the 86// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 87void
216 * that needs to be done except for things like output of 88player::connect (client *ns)
217 * 'who'. 89{
218 */ 90 this->ns = ns;
219 tmp=first_player; 91 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 92
227 p->next = NULL; 93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
228 } 115 {
116 object *tmp, *abil = 0, *skin = 0;
229 117
230 /* Clears basically the entire player structure except 118 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 119 if (tmp->type == FORCE)
232 */ 120 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 121 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
235 124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
236 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 212 * we deal with that below this point.
238 */ 213 */
239 p->party=NULL; 214 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 217
245#ifdef AUTOSAVE 218 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 219
247#endif 220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229}
230
231void
232player::do_destroy ()
233{
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
248 239 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
250 244 }
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 */
259 245
260 roll_stats(op); 246 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} 247}
302 248
303 249player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 250{
307 strcpy(op->contr->maplevel, first_map_path); 251 /* Clear item stack */
308 op->x = -1; 252 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} 253}
342 254
343/* 255/*
344 * get_player_archetype() return next player archetype from archetype 256 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 257 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 258 * Note: there MUST be at least one player archetype!
347 */ 259 */
260static archetype *
348archetype *get_player_archetype(archetype* at) 261get_player_archetype (archetype *at)
349{ 262{
350 archetype *start = at; 263 // archetypes could have been reloaded
351 for (;;) { 264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 265
353 at=first_archetype; 266 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 267 return at;
358 if (at == start) { 268
359 LOG (llevError, "No Player archetypes\n"); 269 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 270
361 } 271 for (;;)
362 } 272 {
363} 273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
364 277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281}
365 282
283/* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287player *
288player::create ()
289{
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301}
302
303object *
366object *get_nearest_player(object *mon) { 304get_nearest_player (object *mon)
305{
367 object *op = NULL; 306 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 307 objectlink *ol;
370 unsigned lastdist; 308 unsigned lastdist;
371 rv_vector rv; 309 rv_vector rv;
372 310
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 312 {
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)) 313 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 314 continue;
400 315
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) { 316 if (lastdist > rv.distance)
410 op=pl->ob; 317 {
318 op = ol->ob;
411 lastdist=rv.distance; 319 lastdist = rv.distance;
320 }
412 } 321 }
413 } 322
414 } 323 for_all_players (pl)
324 if (can_detect_enemy (mon, pl->ob, &rv))
325 if (lastdist > rv.distance)
326 {
327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
415#if 0 331#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 333#endif
418 return op; 334 return op;
419} 335}
420 336
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 337/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 338 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 339 * 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 340 * for a path to the player. The values are in the amount of direction
425 * the deviation is 341 * the deviation is
426 */ 342 */
427#define DETOUR_AMOUNT 2 343#define DETOUR_AMOUNT 2
437 * circling behaviour. Unfortunately, this function is also used to determined 353 * 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 354 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 355 * is probably not a good thing.
440 */ 356 */
441#define MAX_SPACES 50 357#define MAX_SPACES 50
442
443 358
444/* 359/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 360 * 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 361 * 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 362 * 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. 375 * 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, 376 * 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 377 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 378 * is blocking itself.
464 */ 379 */
380int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 381path_to_player (object *mon, object *pl, unsigned mindiff)
382{
466 rv_vector rv; 383 rv_vector rv;
467 sint16 x,y; 384 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;
470 385
471 get_rangevector(mon, pl, &rv, 0); 386 get_rangevector (mon, pl, &rv, 0);
472 387
473 if (rv.distance<mindiff) return 0; 388 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; 389 return 0;
726}
727 390
728void confirm_password(object *op) { 391 mapxy pos (mon);
392 dir = rv.direction;
393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 395
730 op->contr->write_buf[0]='\0'; 396 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 397 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 398 return 0;
733}
734 399
400 while (diff > 1 && max > 0)
401 {
402 mapxy lastpos = pos;
403
404 pos.move (dir);
405
406 /* Space is blocked - try changing direction a little */
407 if (!pos.normalise ()
408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
410 {
411 /* recalculate direction from last good location. Possible
412 * we were not traversing ideal location before.
413 */
414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
415 if (rv.direction != dir)
416 {
417 /* OK - says direction should be different - lets reset the
418 * the values so it will try again.
419 */
420 pos = lastpos;
421 dir = firstdir = rv.direction;
422 }
423 else
424 {
425 /* direct path is blocked - try taking a side step to
426 * either the left or right.
427 * Note increase the values in the loop below to be
428 * more than -1/1 respectively will mean the monster takes
429 * bigger detour. Have to be careful about these values getting
430 * too big (3 or maybe 4 or higher) as the monster may just try
431 * stepping back and forth
432 */
433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
436 continue; /* already did this, so skip it */
437
438 /* Use lastdir here - otherwise,
439 * since the direction that the creature should move in
440 * may change, you could get infinite loops.
441 * ie, player is northwest, but monster can only
442 * move west, so it does that. It goes some distance,
443 * gets blocked, finds that it should move north,
444 * can't do that, but now finds it can move east, and
445 * gets back to its original point. lastdir contains
446 * the last direction the creature has successfully
447 * moved.
448 */
449 pos = lastpos;
450 pos.move (absdir (lastdir + i));
451
452 if (!pos.normalise ())
453 continue;
454
455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
458 continue;
459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
461 continue;
462
463 if (blocked_link (mon, pos.m, pos.x, pos.y))
464 break;
465 }
466
467 /* go through entire loop without finding a valid
468 * sidestep to take - thus, no valid path.
469 */
470 if (i == DETOUR_AMOUNT + 1)
471 return 0;
472
473 diff--;
474 lastdir = dir;
475 max--;
476 if (!firstdir)
477 firstdir = dir + i;
478 } /* else check alternate directions */
479 } /* if blocked */
480 else
481 {
482 /* we moved towards creature, so diff is less */
483 diff--;
484 max--;
485 lastdir = dir;
486
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509}
510
511void
512give_initial_items (object *pl, treasurelist *items)
513{
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 op->set_flag (FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by multiple treasurelists specifying the same skills.
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 break;
556 }
557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
562 if (op->type == SPELLBOOK && op->inv)
563 op->inv->clr_flag (FLAG_STARTEQUIP);
564
565 /* Give starting characters identified, uncursed, and undamned
566 * items. Just don't identify gold or silver, or it won't be
567 * merged properly.
568 */
569 if (op->need_identify ())
570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
576 if (op->type == SPELL)
577 {
578 op->destroy ();
579 continue;
580 }
581 else if (op->type == SKILL)
582 {
583 op->set_flag (FLAG_CAN_USE_SKILL);
584 op->stats.exp = 0;
585 op->level = 1;
586 }
587 else /* lock all 'normal items by default */
588 op->set_flag (FLAG_INV_LOCKED);
589 } /* for loop of objects in player inv */
590
591 /* Need to set up the skill pointers */
592 pl->contr->link_skills ();
593}
594
595void
735void get_party_password(object *op, partylist *party) { 596get_party_password (object *op, partylist *party)
597{
736 if (party == NULL) { 598 if (party == NULL)
599 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 601 return;
739 } 602 }
603
740 op->contr->write_buf[0]='\0'; 604 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 606 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 608}
745
746 609
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 610/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 611static int
612roll_stat ()
613{
749 int a[4],i,j,k; 614 int a[4], i, j, k;
750 615
751 for(i=0;i<4;i++) 616 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 617 a[i] = rndm (1, 6);
753 618
754 for(i=0,j=0,k=7;i<4;i++) 619 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 620 if (a[i] < k)
756 k=a[i],j=i; 621 k = a[i], j = i;
757 622
758 for(i=0,k=0;i<4;i++) { 623 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 624 if (i != j)
760 k+=a[i]; 625 k += a[i];
761 } 626
762 return k; 627 return k;
763} 628}
764 629
765void roll_stats(object *op) { 630void
631object::roll_stats ()
632{
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
766 int sum=0; 637 int sum = 0;
767 int i = 0, j = 0; 638 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 639 sum += statsort [i] = roll_stat ();
769 640
770 do { 641 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 642 break;
772 op->stats.Dex=roll_stat(); 643 }
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);
782 644
783 /* Sort the stats so that rerolling is easier... */ 645 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 646 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;
791 647
792 /* a quick and dirty bubblesort? */ 648 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]; 649 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];
811 650
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; 651 stats.exp = 0;
823 op->stats.ac=0; 652 stats.ac = 0;
824 653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
825 op->contr->levhp[1] = 9; 660 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 661 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 662 contr->levgrace[1] = 3;
828 663
829 fix_player(op); 664 contr->orig_stats = stats;
665 }
666}
667
668void
669object::swap_stats (int a, int b)
670{
671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
672
673 for (int i = 0; i < NUM_STATS; ++i)
674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
830 op->stats.hp = op->stats.maxhp; 684 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 685 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
833 op->contr->orig_stats=op->stats; 694 contr->orig_stats = stats;
695 }
834} 696}
835 697
836void Roll_Again(object *op) 698static void
699start_info (object *op)
837{ 700{
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]; 701 char buf[MAX_BUF];
846 702
847 if ( op->contr->Swap_First == -1 ) { 703 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); 704 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} 705}
955 706
956/* This function takes the key that is passed, and does the 707/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 708 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 709 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 710 * separate race and class; this actually changes the RACE,
960 * not the class. 711 * not the class.
961 */ 712 */
962 713void
963int key_change_class(object *op, char key) 714player::chargen_race_done ()
964{ 715{
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 */ 716 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 717 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 718
979 /* Lauwenmark : Here we handle the BORN global event */ 719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
981 722
982 /* Lauwenmark : We then generate a LOGIN event */ 723 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 724
984 op->contr->state=ST_PLAYING; 725 ob->contr->ns->state = ST_PLAYING;
985 726
986 if (op->msg) { 727 if (ob->msg)
987 free_string(op->msg); 728 ob->msg = 0;
988 op->msg=NULL;
989 }
990 729
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 730 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 731 ob->clr_flag (FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 732 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 733 esrv_send_inventory (ob, ob);
1005 fix_player(op); 734 ob->update_stats ();
1006 735
1007 /* This moves the player to a different start map, if there 736 /* This moves the player to a different start map, if there
1008 * is one for this race 737 * is one for this race
1009 */ 738 */
1010 if(*first_map_ext_path) { 739 if (*first_map_ext_path)
1011 object *tmp; 740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 741 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 742 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 743}
1027 return 0;
1028 }
1029 744
745/*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752static int
753allowed_class (const object *op)
754{
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762}
763
764void
765player::chargen_race_next ()
766{
1030 /* Following actually changes the race - this is the default command 767 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 768 * if we don't match with one of the options above.
1032 */ 769 */
1033 770
1034 tmp_loop = 0; 771 do
1035 while(!tmp_loop) { 772 {
1036 const char *name = add_string (op->name); 773 shstr name = ob->name;
1037 int x = op->x, y = op->y; 774 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 775
1039 remove_ob (op); 776 ob->remove_statbonus ();
777 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 778 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 779 ob->arch->copy_to (ob);
780 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 781 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 782 ob->name = ob->name_pl = name;
1044 op->name = name; 783 ob->x = x;
1045 free_string(op->name_pl); 784 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 785 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 786 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 787 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 788 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 789 }
790 while (!allowed_class (ob));
791
1058 update_object(op,UP_OBJ_FACE); 792 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 793 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 794 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 795 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 796 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 797 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 798}
1069 799
1070int key_confirm_quit(object *op, char key) 800static void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 801flee_player (object *op)
802{
1115 int dir,diff; 803 int dir, diff;
1116 rv_vector rv; 804 rv_vector rv;
1117 805
1118 if(op->stats.hp < 0) { 806 if (op->stats.hp < 0)
807 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 808 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 809 op->clr_flag (FLAG_SCARED);
1121 return; 810 return;
811 }
812
813 if (!op->enemy)
1122 } 814 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 815 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1127 return; 817 return;
1128 } 818 }
1129 819
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1141 op->enemy=NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED);
1143 return;
1144 } 821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
1145 get_rangevector(op, op->enemy, &rv, 0); 827 get_rangevector (op, op->enemy, &rv, 0);
1146 828
1147 dir=absdir(4+rv.direction); 829 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 830 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 831 {
832 int m = 1 - rndm (2) * 2;
833
834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
835 return;
836 }
837
1155 /* Cornered, get rid of scared */ 838 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 839 op->clr_flag (FLAG_SCARED);
1157 op->enemy=NULL; 840 op->enemy = NULL;
1158} 841}
1159
1160 842
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 843/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 844 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 845 * stop.
1164 */ 846 */
847int
1165int check_pick(object *op) { 848check_pick (object *op)
849{
1166 object *tmp, *next; 850 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 851 int stop = 0;
1169 int j, k, wvratio; 852 int wvratio;
1170 char putstring[128], tmpstr[16];
1171 853
1172
1173 /* if you're flying, you cna't pick up anything */ 854 /* if you're flying, you can't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 855 if (op->move_type & MOVE_FLYING)
1175 return 1; 856 return 1;
1176 857
1177 op_tag = op->count;
1178
1179 next = op->below; 858 next = op->below;
1180 if (next) 859
1181 next_tag = next->count; 860 int cnt = MAX_ITEM_PER_ACTION;
861#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 862
1183 /* loop while there are items on the floor that are not marked as 863 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 864 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 865 while (next && !next->destroyed ())
1186 { 866 {
1187 tmp = next; 867 tmp = next;
1188 next = tmp->below; 868 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 869
1192 if (was_destroyed (op, op_tag)) 870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
876 if (op->destroyed ())
1193 return 0; 877 return 0;
1194 878
1195 if ( ! can_pick (op, tmp)) 879 if (!can_pick (op, tmp))
1196 continue; 880 continue;
1197 881
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 883 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 884 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 885 CHK_PICK_PICKUP;
886
1202 continue; 887 continue;
1203 } 888 }
1204 889
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */ 890 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 891 if (op->contr->mode & PU_DEBUG)
1242 { 892 {
1243 /* some debugging code to figure out item information */ 893 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 894 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 895 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 897 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 899
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 900 new_draw_info (NDI_UNIQUE, 0, op, str);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268#if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif
1281 } 901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
1282 /* philosophy: 909 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 910 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 911 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 912 * and selections, select-items should be used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 913 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 914 * example.
1288 * The drawback: right now it has no frontend, so you need to 915 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 916 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 917 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 920 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 921 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 922 * meaning if any test passes, the item gets picked up. */
1296 923
1297 /* if mode is set to pick nothing up, return */ 924 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 925 if (op->contr->mode == PU_NOTHING)
926 return 1;
1300 927
1301 /* if mode is set to stop when encountering objects, return */ 928 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 929 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 930 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 931 if (op->contr->mode & PU_STOP)
932 return 0;
1306 933
1307 /* useful for going into stores and not losing your settings... */ 934 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 935 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 936 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
1311 939
1312 /* prevent us from turning into auto-thieves :) */ 940 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 941 if (tmp->flag [FLAG_UNPAID])
942 continue;
1314 943
1315 /* ignore known cursed objects */ 944 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
1317 947
1318 /* all food and drink if desired */ 948 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 949 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 950 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 951 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
1323 if(op->contr->mode & PU_DRINK) 957 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
1326 963
1327 if(op->contr->mode & PU_POTION) 964 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 965 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
1330 970
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 971 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 972 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 973 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
1335 if(op->contr->mode & PU_SKILLSCROLL) 979 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 980 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
1338 if(op->contr->mode & PU_READABLES) 986 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
1341 992
1342 /* wands/staves/rods/horns */ 993 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 994 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 995 if (tmp->type == WAND
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1346 1003
1347 /* pick up all magical items */ 1004 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1005 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1351 1012
1352 if(op->contr->mode & PU_VALUABLES) 1013 if (op->contr->mode & PU_VALUABLES)
1353 { 1014 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1015 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1356 } 1020 }
1357 1021
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1022 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1023 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1024 if (tmp->type == RING
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* we don't forget dragon food */
1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1362 1040
1363 /* bows and arrows. Bows are good for selling! */ 1041 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1042 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1043 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1367 if(op->contr->mode & PU_ARROW) 1049 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1050 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1370 1055
1371 /* all kinds of armor etc. */ 1056 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1057 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1058 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1375 if(op->contr->mode & PU_HELMET) 1064 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1065 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1378 if(op->contr->mode & PU_SHIELD) 1071 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1072 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1381 if(op->contr->mode & PU_BOOTS) 1078 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1079 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1384 if(op->contr->mode & PU_GLOVES) 1085 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1387 if(op->contr->mode & PU_CLOAK) 1092 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1093 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1390 1098
1391 /* hoping to catch throwing daggers here */ 1099 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1100 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1395 1106
1396 /* careful: chairs and tables are weapons! */ 1107 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1108 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1109 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1110 if (tmp->type == WEAPON)
1400 { 1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1112 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1113 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1114 continue;
1404 } 1115 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 } 1116 }
1412 1117
1413 /* misc stuff that's useful */ 1118 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1119 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1417 1125
1418 /* any of the last 4 bits set means we use the ratio for value 1126 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1127 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1128 if (op->contr->mode & PU_RATIO)
1421 { 1129 {
1422 /* use value density to decide what else to grab */ 1130 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1131 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1133 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1134 wvratio = op->contr->mode & PU_RATIO;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1428 { 1136 {
1429 pick_up(op, tmp);
1430#if 0 1137#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1139 if (tmp->name != NULL)
1140 {
1433 fprintf(stderr,"%s", tmp->name); 1141 fprintf (stderr, "%s", tmp->name);
1434 } 1142 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1143 else
1144 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1145 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1438#endif 1147#endif
1439 continue; 1148 CHK_PICK_PICKUP;
1440 } 1149 continue;
1150 }
1151 } /* the new pickup model */
1441 } 1152 }
1442 } /* the new pickup model */ 1153
1443 }
1444 return ! stop; 1154 return !stop;
1155}
1156
1157/* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163static int
1164action_makes_visible (object *op)
1165{
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1445} 1190}
1446 1191
1447/* 1192/*
1448 * Find an arrow in the inventory and after that 1193 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1194 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1195 * found object is returned.
1451 */ 1196 */
1197static object *
1452object *find_arrow(object *op, const char *type) 1198find_arrow (object *op, const char *type)
1453{ 1199{
1454 object *tmp = NULL; 1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1455 1203
1456 for(op=op->inv; op; op=op->below) 1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1206 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1207 {
1460 else if (op->type==ARROW && op->race==type) 1208 splay (tmp);
1209 return arrow;
1210 }
1211
1461 return op; 1212 return 0;
1462 return tmp;
1463} 1213}
1464 1214
1465/* 1215/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1217 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1218 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1220 */
1471 1221static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1222find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1223{
1474 object *tmp = NULL, *arrow, *ntmp; 1224 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1225 int attacknum, attacktype, betterby = 0, i;
1476 1226
1477 if (!type) 1227 if (!type)
1478 return NULL; 1228 return NULL;
1479 1229
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1231 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1483 i = 0; 1233 {
1234 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1485 if (i > betterby) { 1237 if (i > betterby)
1486 tmp = ntmp; 1238 {
1487 betterby = i; 1239 tmp = ntmp;
1488 } 1240 betterby = i;
1241 }
1242 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1490 /* allways prefer assasination/slaying */ 1245 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1246 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1247 {
1493 if (arrow->attacktype & AT_DEATH) { 1248 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1249 {
1495 return arrow; 1250 *better = 100;
1496 } else { 1251 return arrow;
1497 tmp = arrow; 1252 }
1253 else
1254 {
1255 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1257 }
1500 } else { 1258 }
1259 else
1260 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1502 attacktype = 1<<attacknum; 1263 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1266 {
1267 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1269 }
1508 } 1270 }
1271
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1273 {
1274 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1276 }
1277
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1279 {
1280 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1282 }
1283 }
1284 }
1517 } 1285 }
1518 } 1286
1519 }
1520 if (tmp == NULL && arrow == NULL) 1287 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1288 return find_arrow (op, type);
1522 1289
1523 *better = betterby; 1290 *better = betterby;
1524 return tmp; 1291 return tmp;
1525} 1292}
1526 1293
1527/* looks in a given direction, finds the first valid target, and calls 1294/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1295 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1296 * op = the shooter
1530 * type = bow->race 1297 * type = bow->race
1531 * dir = fire direction 1298 * dir = fire direction
1532 */ 1299 */
1533 1300static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1301pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1302{
1536 object *tmp = NULL; 1303 object *tmp = NULL;
1537 mapstruct *m; 1304 maptile *m;
1538 int i, mflags, found, number; 1305 int i, mflags, found, number;
1539 sint16 x, y; 1306 sint16 x, y;
1540 1307
1541 if (op->map == NULL) 1308 if (op->map == NULL)
1542 return find_arrow(op, type); 1309 return find_arrow (op, type);
1543 1310
1544 /* do a dex check */ 1311 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1314 return find_arrow (op, type);
1548 1315
1549 m = op->map; 1316 m = op->map;
1550 x = op->x; 1317 x = op->x;
1551 y = op->y; 1318 y = op->y;
1552 1319
1553 /* find the first target */ 1320 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1321 for (i = 0, found = 0; i < 20; i++)
1555 x += freearr_x[dir]; 1322 {
1556 y += freearr_y[dir]; 1323 x += DIRX (dir);
1324 y += DIRY (dir);
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1328 {
1560 break; 1329 tmp = 0;
1330 break;
1331 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1333 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1335 * perhaps a bad assumption.
1564 */ 1336 */
1565 tmp = NULL; 1337 tmp = 0;
1566 break; 1338 break;
1567 } 1339 }
1340
1568 if (mflags & P_IS_ALIVE) { 1341 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1343 if (tmp->flag [FLAG_ALIVE])
1571 found++; 1344 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1345 }
1578 if (tmp == NULL) 1346
1347 if (!tmp)
1579 return find_arrow(op, type); 1348 return find_arrow (op, type);
1580 1349
1581 if (tmp->head) 1350 if (tmp->head)
1582 tmp = tmp->head; 1351 tmp = tmp->head;
1583 1352
1584 return find_better_arrow(op, tmp, type, &i); 1353 return find_better_arrow (op, tmp, type, &i);
1585} 1354}
1586 1355
1587/* 1356/*
1588 * Creature fires a bow - op can be monster or player. Returns 1357 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1358 * 1 if bow was actually fired, 0 otherwise.
1590 * op is the object firing the bow. 1359 * op is the object firing the bow.
1591 * part is for multipart creatures - the part firing the bow. 1360 * part is for multipart creatures - the part firing the bow.
1592 * dir is the direction of fire. 1361 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1362 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1363 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1364 * player fire modes.
1596 */ 1365 */
1366int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1367fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1368{
1600 object *left, *bow; 1369 object *left, *bow;
1601 tag_t left_tag, tag; 1370 int mflags;
1602 int bowspeed, mflags; 1371 maptile *m;
1603 mapstruct *m;
1604 1372
1605 if (!dir) { 1373 if (!dir)
1374 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1608 } 1382 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1383 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1385 * don't need to switch back and forth between bows and weapons.
1615 */ 1386 */
1616 if(bow->type==BOW) 1387 if (bow->type == BOW)
1617 break; 1388 break;
1618 1389
1619 if (!bow) { 1390 if (!bow)
1391 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1393 return 0;
1622 } 1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1623 } 1398 }
1399
1624 if( !bow->race || !bow->skill) { 1400 if (!bow->race || !bow->skill)
1401 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1403 return 0;
1627 } 1404 }
1628 1405
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1406 if (arrow == NULL)
1407 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1639 if (op->type == PLAYER) 1410 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1413 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1414 op->clr_flag (FLAG_READY_BOW);
1415
1645 return 0; 1416 return 0;
1646 } 1417 }
1647 } 1418 }
1419
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1421 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1422 return 0;
1651 } 1423
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1427 return 0;
1655 } 1428 }
1656 1429
1657 /* this should not happen, but sometimes does */ 1430 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1431 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1435 return 0;
1436 }
1663 1437
1664 left = arrow; /* these are arrows left to the player */ 1438 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1439 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1440 if (!arrow)
1667 if (arrow == NULL) { 1441 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1443 return 0;
1670 return 0;
1671 } 1444 }
1672 set_owner(arrow, op); 1445
1673 if (arrow->skill) free_string(arrow->skill); 1446 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1447 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1448 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1449
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1451 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1452 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1453 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1454
1692 /* Note that this was different for monsters - they got their level 1455#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1456 if (player *pl = op->contr)
1694 */
1695 1457 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1458 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468#endif
1469
1470 SET_ANIMATION (arrow, arrow->direction);
1471
1700 /* update the speed */ 1472 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) +
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1473
1706 if (arrow->speed < 1.0)
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1710 1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1711 if (op->type == PLAYER) { 1482 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1483 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1485 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1722 arrow->level = op->level; 1494 arrow->level = op->level;
1723 } 1495 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1496
1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1725 arrow->attacktype |= bow->attacktype; 1500 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1501 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1502
1729 arrow->map = m; 1503 wc -= arrow->level;
1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1507 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1732 1510
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1511 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1512 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1513
1737 if (!was_destroyed(arrow, tag)) 1514 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1515 move_arrow (arrow);
1739 1516
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1517 return 1;
1747} 1518}
1748 1519
1749/* Special fire code for players - this takes into 1520/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1521 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1522 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1523 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1524 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1525 * hence the function name.
1755 */ 1526 */
1527static int
1756int player_fire_bow(object *op, int dir) 1528player_fire_bow (object *op, int dir)
1757{ 1529{
1758 int ret=0, wcmod=0; 1530 int ret;
1759 1531
1760 if (op->contr->bowtype == bow_bestarrow) { 1532 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1533 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1535 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1537 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1540 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1546 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1552 }
1778 } else { 1553 else
1554 {
1779 /* Simple case */ 1555 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1557 }
1558
1782 return ret; 1559 return ret;
1783} 1560}
1784
1785 1561
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1562/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1563 * Broken apart from 'fire' to keep it more readable.
1788 */ 1564 */
1565static void
1789void fire_misc_object(object *op, int dir) 1566fire_misc_object (object *op, int dir)
1790{ 1567{
1791 object *item; 1568 object *item = op->contr->ranged_ob;
1792 1569
1793 if (!op->contr->ranges[range_misc]) { 1570 if (!item)
1571 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1573 return;
1796 } 1574 }
1797 1575
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1576 if (!item->inv)
1577 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1579 return;
1802 } 1580 }
1803 if (item->type == WAND) { 1581
1804 if(item->stats.food<=0) { 1582 if (!op->apply (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1583 return;
1808 } 1584
1585 if (item->type == WAND)
1586 {
1587 if (item->stats.food <= 0)
1588 {
1589 op->contr->play_sound (sound_find ("wand_poof"));
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595 else if (item->type == ROD || item->type == HORN)
1596 {
1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1602 {
1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1605 if (item->type == ROD)
1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1607 else
1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
1610 return;
1611 }
1612 }
1613
1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1618 if (item->type == WAND)
1619 {
1620 if (!(--item->stats.food))
1621 {
1622 if (item->arch)
1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1625 item->face = item->arch->face;
1626 item->set_speed (0);
1627 }
1628
1629 if (object *pl = item->visible_to ())
1630 esrv_update_item (UPD_ANIM, pl, item);
1631 }
1632 }
1809 } else if (item->type == ROD || item->type==HORN) { 1633 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1634 drain_rod_charge (item);
1839 }
1840 } 1635 }
1841} 1636}
1842 1637
1843/* Received a fire command for the player - go and do it. 1638/* Received a fire command for the player - go and do it.
1844 */ 1639 */
1640bool
1845void fire(object *op,int dir) { 1641fire (object *who, int dir)
1642{
1846 int spellcost=0; 1643 int spellcost = 0;
1847 1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1848 /* check for loss of invisiblity/hide */ 1666 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1667 if (action_makes_visible (who))
1668 make_visible (who);
1850 1669
1851 switch(op->contr->shoottype) { 1670 switch (ob->type)
1852 case range_none: 1671 {
1853 return; 1672 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1673 player_fire_bow (who, dir);
1857 return; 1674 break;
1858 1675
1859 case range_magic: /* Casting spells */ 1676 case SPELL:
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 return; 1678 break;
1862 1679
1863 case range_misc: 1680 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1681 apply_map_builder (who, dir);
1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1692 default:
1693 fire_misc_object (who, dir);
1694 break;
1695 }
1696
1697 return true;
1698}
1699
1700static object *
1701find_key_ (object *pl, object *container, object *door)
1702{
1703 object *tmp, *key;
1704
1705 /* Should not happen, but sanity checking is never bad */
1706 if (!container->inv)
1707 return 0;
1708
1709 /* First, lets try to find a key in the top level inventory */
1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1711 {
1712 if (door->type == DOOR && tmp->type == KEY)
1713 break;
1714
1715 /* For sanity, we should really check door type, but other stuff
1716 * (like containers) can be locked with special keys
1717 */
1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1719 break;
1720 }
1721
1722 /* No key found - lets search inventories now */
1723 /* If we find and use a key in an inventory, return at that time.
1724 * otherwise, if we search all the inventories and still don't find
1725 * a key, return
1726 */
1727 if (!tmp)
1728 {
1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1730 /* No reason to search empty containers */
1731 if (tmp->type == CONTAINER && tmp->inv)
1732 if ((key = find_key_ (pl, tmp, door)))
1733 return key;
1734
1735 if (!tmp)
1888 return; 1736 return 0;
1889 default: 1737 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1738
1891 return; 1739 /* We get down here if we have found a key. Now if its in a container,
1740 * see if we actually want to use it
1741 */
1742 if (pl != container)
1892 } 1743 {
1893} 1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1746 return 0;
1894 1747
1748 /* cases where this fails:
1749 * If we only search the player inventory, return now since we
1750 * are not in the players inventory.
1751 * If the container is not active, return now since only active
1752 * containers can be used.
1753 * If we only search keyrings and the container does not have
1754 * a race/isn't a keyring.
1755 * No checking for all containers - to fall through past here,
1756 * inv must have been an container and must have been active.
1757 *
1758 * Change the color so that the message doesn't disappear with
1759 * all the others.
1760 */
1761 if (pl->contr->usekeys == key_inventory
1762 || !container->flag [FLAG_APPLIED]
1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1764 {
1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1767 return NULL;
1768 }
1769 }
1895 1770
1771 return tmp;
1772}
1896 1773
1897/* find_key 1774/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1775 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1776 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1777 * This function merges both normal and locked door, since the logic
1901 * for both is the same - just the specific key is different. 1778 * for both is the same - just the specific key is different.
1902 * pl is the player, 1779 * pl is the player,
1903 * inv is the objects inventory to searched 1780 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1781 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1782 * This function can be called recursively to search containers.
1906 */ 1783 */
1907 1784object *
1908object * find_key(object *pl, object *container, object *door) 1785find_key (object *pl, object *container, object *door)
1909{ 1786{
1910 object *tmp,*key; 1787 if (door->slaying && is_match_expr (door->slaying))
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 } 1788 {
1924 /* No key found - lets search inventories now */ 1789 // for match expressions, we try to find the key by applying the match
1925 /* If we find and use a key in an inventory, return at that time. 1790 // to the op itself, which is supposed to find the "key", instead
1926 * otherwise, if we search all the inventories and still don't find 1791 // of searching through containers ourselves.
1927 * a key, return 1792
1928 */ 1793 return match_one (door->slaying, container, door, pl, pl);
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1794 }
1935 } 1795 else
1936 if (!tmp) return NULL; 1796 return find_key_ (pl, container, door);
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969} 1797}
1970 1798
1971/* moved door processing out of move_player_attack. 1799/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1800 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1801 * such that the caller should not do anything more,
1974 * 0 otherwise 1802 * 0 otherwise
1975 */ 1803 */
1804static int
1976static int player_attack_door(object *op, object *door) 1805player_attack_door (object *op, object *door)
1977{ 1806{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1807 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1808 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1809 * otherwise, we fall through to the rest of the code.
1982 */ 1810 */
1983 object *key=find_key(op, op, door); 1811 object *key = find_key (op, op, door);
1984 1812
1985 /* IF we found a key, do some extra work */ 1813 /* If we found a key, do some extra work */
1986 if (key) { 1814 if (key)
1815 {
1987 object *container=key->env; 1816 object *container = key->env;
1988 1817
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1818 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1819 make_visible (op);
1820
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1822 spring_trap (door->inv, op);
1823
1992 if (door->type == DOOR) { 1824 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1826 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1827 {
1997 "You open the door with the %s", query_short_name(key)); 1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1829 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1830 }
1831
2000 /* Do this after we print the message */ 1832 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1833 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1834
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1835 return 1; /* Nothing more to do below */
1836 }
2006 } else if (door->type==LOCKED_DOOR) { 1837 else if (door->type == LOCKED_DOOR)
1838 {
2007 /* Might as well return now - no other way to open this */ 1839 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1841 return 1;
2010 } 1842 }
1843
2011 return 0; 1844 return 0;
2012} 1845}
2013 1846
2014/* This function is just part of a breakup from move_player. 1847/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1848 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1849 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1850 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1851 * going to try and move (not fire weapons).
2019 */ 1852 */
2020 1853bool
2021void move_player_attack(object *op, int dir) 1854move_player_attack (object *op, int dir)
2022{ 1855{
2023 object *tmp, *mon, *tpl; 1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2024 sint16 nx, ny; 1857 {
2025 int on_battleground; 1858 --op->speed_left;
2026 mapstruct *m; 1859 return true;
1860 }
2027 1861
2028 if (op->contr->transport) tpl = op->contr->transport; 1862 sint16 nx = DIRX (dir) + op->x;
2029 else tpl = op; 1863 sint16 ny = DIRY (dir) + op->y;
2030 nx=freearr_x[dir]+tpl->x;
2031 ny=freearr_y[dir]+tpl->y;
2032 1864
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1865 if (out_of_map (op->map, nx, ny))
1866 return false;
2034 1867
2035 /* If braced, or can't move to the square, and it is not out of the 1868 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1869 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1870 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1871 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1872 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1873 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1874 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1875 * move_ob uses.
2043 */ 1876 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1877 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 1878
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 1879 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 1880 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 1881 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 1882 * on the space
2061 */ 1883 */
2062 while (tmp!=NULL) { 1884 object *mon;
2063 if (tmp == op) { 1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1886 {
2065 continue; 1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
2066 } 1892 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1893
2068 mon = tmp; 1894 /* no monster == player tries to move into a wall or so */
2069 break; 1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
2070 } 1919 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */
2077 return; /* into a wall */
2078 1920
2079 if(mon->head != NULL)
2080 mon = mon->head; 1921 mon = mon->head_ ();
2081 1922
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
2084 1930
2085 /* The following deals with possibly attacking peaceful 1931 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1932 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1933 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1934 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1935 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1936 * and thus will not push them.
2091 */ 1937 */
2092 1938
2093 /* If the creature is a pet, push it even if the player is not 1939 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 1940 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1941 * player owns it and it is either friendly or unagressive.
2096 */ 1942 */
2097 if ((op->type==PLAYER) 1943 if (op->type == PLAYER
2098#if COZY_SERVER 1944 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1945 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1946 || mon->owner == op)
2104 ) 1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
2105#else 1948 {
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2109 {
2110 /* If we're braced, we don't want to switch places with it */ 1949 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1950 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1951 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
1964 }
1965 else
1966 return false;
1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1970
2118 /* in certain circumstances, you shouldn't attack friendly 1971 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1972 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1973 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1974 * attack them either.
2122 */ 1975 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1976 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2125 ( 1978 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1979 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
2132 )) { 1987 {
2133 if (!op->contr->braced) { 1988 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1989 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1990 }
2136 } else { 1991 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1992 op->statusmsg ("You withhold your attack");
1993
1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1995 make_visible (op);
1996
1997 return true;
1998 }
2138 } 1999 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 2000 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2001 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2002 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2006 {
2007 --op->speed_left;
2008
2146 recursive_roll(mon,dir,op); 2009 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2148 } 2011 make_visible (op);
2149 2012
2013 return true;
2014 }
2015 }
2150 /* Any generic living creature. Including things like doors. 2016 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2017 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2018 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2019 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2020 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2021 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2024 {
2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2026 {
2027 --op->contr->weapon_sp_left;
2160 2028
2161 /* If the player hasn't hit something this tick, and does 2029 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2030
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2031 if (action_makes_visible (op))
2032 make_visible (op);
2033
2034 return true;
2035 }
2170 } 2036 }
2171 2037
2172 skill_attack(mon, op, 0, NULL, NULL); 2038 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2039}
2190 2040
2041bool
2191int move_player(object *op,int dir) { 2042move_player (object *op, int dir)
2192 int pick; 2043{
2193 object *transport = op->contr->transport; 2044 if (!op->map || op->map->state != MAP_ACTIVE)
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2045 return 0;
2046
2047 /* Sanity check: make sure dir is valid */
2048 if (dir < 0 || dir > 8)
2049 {
2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2051 return 0;
2052 }
2053
2054 /* peterm: added following line */
2055 if (op->flag [FLAG_CONFUSED] && dir)
2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2057
2058 op->facing = dir;
2059
2060 if (op->flag [FLAG_HIDDEN])
2061 do_hidden_move (op);
2062
2063 bool retval;
2064 int pick = 0;
2065
2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2067 retval = RESULT_INT (0);
2068 else if (op->contr->fire_on)
2069 retval = fire (op, dir);
2070 else
2071 {
2072 retval = move_player_attack (op, dir);
2073 pick = check_pick (op);
2074 }
2075
2076 /* Add special check for newcs players and fire on - this way, the
2077 * server can handle repeat firing.
2078 */
2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2080 op->direction = dir;
2081 else
2082 op->direction = 0;
2083
2084 /* Update how the player looks. Use the facing, so direction may
2085 * get reset to zero. This allows for full animation capabilities
2086 * for players.
2087 */
2088 animate_object (op, op->facing);
2089
2090 return retval;
2257} 2091}
2258 2092
2259/* This is similar to handle_player, below, but is only used by the 2093/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2094 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2095 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2096 * the new speed values for commands.
2263 * 2097 *
2264 * Returns true if there are more actions we can do. 2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2265 */ 2101 */
2102bool
2266int handle_newcs_player(object *op) 2103handle_newcs_player (object *op)
2267{ 2104{
2268 if (op->contr->hidden) { 2105 if (op->flag [FLAG_SCARED])
2269 op->invisible = 1000; 2106 {
2270 /* the socket code flashes the player visible/invisible 2107 if (op->speed_left > 0.f)
2271 * depending on the value of invisible, so we need to 2108 {
2272 * alternate it here for it to work correctly. 2109 --op->speed_left;
2273 */ 2110 flee_player (op);
2274 if (pticks & 2) op->invisible--; 2111
2112 return true;
2113 }
2114 else
2115 return false;
2275 } 2116 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283 2117
2284 if (QUERY_FLAG(op, FLAG_SCARED)) {
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 }
2292
2293 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer.
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 }
2304
2305 /* call this here - we also will call this in do_ericserver, but 2118 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2119 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2120 * called, so we recheck it here.
2308 */ 2121 */
2309 HandleClient(&op->contr->socket, op->contr); 2122 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2123 return true;
2311 2124
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2126 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2127
2322 else return 0; 2128 return false;
2323 } 2129}
2130
2131static int
2132save_life (object *op)
2133{
2134 if (!op->flag [FLAG_LIFESAVE])
2324 return 0; 2135 return 0;
2325}
2326 2136
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2139 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2140 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2142
2339 if (op->contr) 2143 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count); 2144 op->clr_flag (FLAG_LIFESAVE);
2341 remove_ob(tmp); 2145
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0) 2146 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2148
2346 if(op->stats.food<0) 2149 if (op->stats.food < 0)
2347 op->stats.food = 999; 2150 op->stats.food = MAX_FOOD;
2348 fix_player(op); 2151
2152 op->update_stats ();
2349 return 1; 2153 return 1;
2350 } 2154 }
2155
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2157 op->clr_flag (FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2158 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2159 return 0;
2355} 2160}
2356 2161
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2162/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2163 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2164 * function will descend into containers. op is the object to start the search
2360 * from. 2165 * from.
2361 */ 2166 */
2167static void
2362void remove_unpaid_objects(object *op, object *env) 2168drop_unpaid_items (object *op, object *env)
2363{ 2169{
2364 object *next;
2365
2366 while (op) { 2170 while (op)
2367 next=op->below; /* Make sure we have a good value, in case
2368 * we remove object 'op'
2369 */
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) {
2371 remove_ob(op);
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 } 2171 {
2381} 2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2382 2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2383 2178
2384/* 2179 op = next;
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391char *gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 } 2180 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419} 2181}
2420 2182
2183void
2184object::drop_unpaid_items ()
2185{
2186 if (!flag [FLAG_REMOVED])
2187 ::drop_unpaid_items (inv, this);
2188}
2421 2189
2422 2190void
2423void do_some_living(object *op) { 2191do_some_living (object *op)
2192{
2424 int last_food=op->stats.food; 2193 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2194 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace;
2427 int i;
2428 int rate_hp = 1200; 2195 int rate_hp = 1200;
2429 int rate_sp = 2500; 2196 int rate_sp = 2500;
2430 int rate_grace = 2000; 2197 int rate_grace = 2000;
2431 const int max_hp = 1; 2198 const int max_hp = 1;
2432 const int max_sp = 1; 2199 const int max_sp = 1;
2433 const int max_grace = 1; 2200 const int max_grace = 1;
2434 2201
2435 if (op->contr->outputs_sync) { 2202#if 0
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2203 if (op->contr->hidden)
2437 if (op->contr->outputs[i].buf!=NULL &&
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]);
2440 }
2441
2442 if(op->contr->state==ST_PLAYING) {
2443
2444 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 } 2204 {
2458 if(op->contr->gen_grace >= 0) 2205 op->invisible = 1000;
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2206 /* the socket code flashes the player visible/invisible
2460 else { 2207 * depending on the value of invisible, so we need to
2461 gen_grace = op->stats.maxgrace; 2208 * alternate it here for it to work correctly.
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 } 2209 */
2480 if (max_sp>1) { 2210 if (server_tick & 2)
2481 over_sp = (gen_sp+10)/rate_sp; 2211 op->invisible--;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 } 2212 }
2513 } else { 2213 else
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2214#endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2557 2223
2224 if (op->contr->ns->state == ST_PLAYING)
2225 {
2226 /* these next three if clauses make it possible to SLOW DOWN
2227 hp/grace/spellpoint regeneration. */
2558 if(op->contr->gen_hp > 0) 2228 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2230 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2231 {
2232 gen_hp = op->stats.maxhp;
2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2234 }
2235
2236 if (op->contr->gen_sp >= 0)
2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2238 else
2239 {
2240 gen_sp = op->stats.maxsp;
2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2242 }
2243
2244 if (op->contr->gen_grace >= 0)
2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2246 else
2247 {
2248 gen_grace = op->stats.maxgrace;
2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2250 }
2251
2252 /* Regenerate Grace */
2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2255 {
2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2262 {
2263 int over_grace = temp / rate_grace;
2264
2265 if (over_grace > 0)
2266 {
2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2268 op->last_grace = 0;
2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2275
2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2283 {
2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2285
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2293 op->stats.food--;
2294
2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2298 op->stats.food = last_food;
2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2331 {
2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 else
2361 op->last_heal = rate_hp / temp;
2362 }
2363 }
2364
2365 /* Digestion */
2366 if (--op->last_eat < 0)
2367 {
2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2370
2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2372
2562 /* dms do not consume food */ 2373 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2374 if (!op->flag [FLAG_WIZ])
2564 } 2375 op->stats.food--;
2565 } 2376 }
2566 2377
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2379 {
2380 object *flesh = 0;
2569 2381
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2382 for_inv_removable (op, tmp)
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2388 {
2574 manual_apply(op,tmp,0); 2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2391 op->apply (tmp);
2392
2575 if(op->stats.food>=0||op->stats.hp<0) 2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2394 break;
2577 } 2395 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2396 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2397 flesh = tmp;
2580 } /* end of for loop */ 2398 }
2399
2581 /* If player is still starving, it means they don't have any food, so 2400 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2401 * eat flesh instead.
2583 */ 2402 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2404 {
2586 manual_apply(op,flesh,0); 2405 op->statusmsg ("You blindly grab for a bite of food. "
2587 } 2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2588 } /* end if player is starving */ 2407 op->apply (flesh);
2408 }
2589 2409
2590 while(op->stats.food<0&&op->stats.hp>0) 2410 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2411 if (op->stats.food < 0)
2592 2412 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2414 }
2415
2416 if (op->stats.food < 0)
2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2427
2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2430 kill_player (op);
2431 }
2432}
2598 2433
2599/* If the player should die (lack of hp, food, etc), we call this. 2434/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2435 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2436 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2437 * file.
2603 */ 2438 */
2439void
2604void kill_player(object *op) 2440kill_player (object *op)
2605{ 2441{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2442 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2443 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2444 int will_kill_again;
2615 archetype *at; 2445 archetype *at;
2616 object *tmp; 2446 object *tmp;
2617 2447
2618 if(save_life(op)) 2448 if (save_life (op))
2619 return; 2449 return;
2620 2450
2451 dynbuf_text deathtab;
2621 2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2486
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2489 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2490 */
2626 if (op_on_battleground(op, &x, &y)) { 2491 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2492 {
2628 "You have been defeated in combat!"); 2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640 2494
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */ 2495 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2496 object *tmp = archetype::find (shstr_finger)->instance ();
2655 if (tmp != NULL) 2497
2656 { 2498 tmp->name = format ("%s's finger" , &op->name);
2657 sprintf(buf,"%s's finger",op->name); 2499 tmp->name_pl = format ("%s's fingers", &op->name);
2658 tmp->name = add_string(buf); 2500 tmp->msg = format (
2659 sprintf(buf," This finger has been cut off %s\n" 2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2502 &op->name, op->contr->title,
2661 op->name, op->contr->title, (int)(op->level), 2503 (int)op->level,
2662 op->contr->killer); 2504 op->contr->killer_name ()
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2670 /* teleport defeated player to new destination*/ 2510 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2511 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2512 op->contr->braced = 0;
2673 return;
2674 }
2675 2513
2676 /* Lauwenmark: Handle for plugin death event */ 2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2515 return;
2516 }
2679 2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2521 INVOKE_PLAYER (DEATH, op->contr);
2522
2680 command_kill_pets (op, 0); 2523 command_kill_pets (op, 0);
2681 2524
2682 /* Lauwenmark: Handle for the global death event */ 2525 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2526
2705 /* save the map location for corpse, gravestone*/ 2527 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2707 2531
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2532 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2533 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2534 * See the config.h file for a little more in depth detail about this.
2713 */ 2535 */
2714 2536
2715 /* Basically two ways to go - remove a stat permanently, or just 2537 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2538 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2539 * of death.
2718 */ 2540 */
2719#ifndef COZY_SERVER 2541#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2542 if (settings.balanced_stat_loss)
2543 {
2721 /* If stat loss is permanent, lose one stat only. */ 2544 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2545 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2546 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2547 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2548 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2549 little bit harder. */
2727 /* GD */ 2550 /* GD */
2728 if (settings.stat_loss_on_death) 2551 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2552 num_stats_lose = 1;
2730 else 2553 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2555 }
2556 else
2733 num_stats_lose = 1; 2557 num_stats_lose = 1;
2734 } 2558
2735 lost_a_stat = 0; 2559 lost_a_stat = 0;
2736 2560
2737 for (z=0; z<num_stats_lose; z++) { 2561 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2562 {
2563 i = rndm (NUM_STATS);
2739 2564
2740 if (settings.stat_loss_on_death) { 2565 if (settings.stat_loss_on_death)
2566 {
2741 /* Pick a random stat and take a point off it. Tell the player 2567 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2568 * what he lost.
2743 */ 2569 */
2744 change_attr_value(&(op->stats), i,-1); 2570 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2571 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2573 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2575 lost_a_stat = 1;
2750 } else { 2576 }
2577 else
2578 {
2751 /* deplete a stat */ 2579 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2580 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2754 2585 {
2755 dep = present_arch_in_ob(deparch,op); 2586 dep = deparch->instance ();
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2587 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2588 }
2788 if (lose_this_stat) { 2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
2591 {
2592 /* GD */
2593 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2594 this_stat = get_attr_value (&(dep->stats), i);
2595 if (this_stat < 0)
2596 {
2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2598 int keep_chance = this_stat * this_stat;
2599
2600 /* Yes, I am paranoid. Sue me. */
2601 if (keep_chance < 1)
2602 keep_chance = 1;
2603
2604 /* There is a maximum depletion total per level. */
2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2607 lose_this_stat = 0;
2608 /* Take loss chance vs keep chance to see if we
2609 retain the stat. */
2610 }
2611 else
2612 {
2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
2618 }
2619 }
2620 }
2621
2622 if (lose_this_stat)
2623 {
2624 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2625 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2626 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2627 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2628 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2629 * difference.
2795 */ 2630 */
2796 if (this_stat>=-50) { 2631 if (this_stat >= -50)
2632 {
2797 change_attr_value(&(dep->stats), i, -1); 2633 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2634 dep->set_flag (FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2636 op->update_stats ();
2801 lost_a_stat = 1; 2637 lost_a_stat = 1;
2802 } 2638 }
2803 } 2639 }
2640 }
2804 } 2641 }
2805 } 2642
2806 /* If no stat lost, tell the player. */ 2643 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2644 if (!lost_a_stat)
2808 { 2645 {
2809 /* determine_god() seems to not work sometimes... why is this? 2646 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2647 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2648 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2649
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2650 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2652 else
2816 else 2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2654 }
2655#else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2657#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2658
2824 /* Put a gravestone up where the character 'almost' died. List the 2659 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2660 * exp loss on the stone.
2826 */ 2661 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2662 tmp = archetype::find (shstr_gravestone)->instance ();
2828 sprintf(buf,"%s's gravestone",op->name); 2663 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2666 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2667 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2669
2841 /**************************************/ 2670 /**************************************/
2842 /* */ 2671 /* */
2843 /* Subtract the experience points, */ 2672 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2673 /* */
2847 /**************************************/ 2674 /**************************************/
2848 2675
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2677 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2678
2875 /* 2679 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2680 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2681 * and put them back in the map.
2878 * in the map. 2682 */
2879 */ 2683 op->drop_unpaid_items ();
2880 2684
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2685 /****************************************/
2890 /* */ 2686 /* */
2891 /* Move player to his current respawn- */ 2687 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2688 /* position (usually last savebed) */
2893 /* */ 2689 /* */
2894 /****************************************/ 2690 /****************************************/
2895 2691
2896 enter_player_savebed(op); 2692 enter_player_savebed (op);
2897 2693
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2694 op->contr->braced = 0;
2902 save_player(op,1);
2903 2695
2904 /* it is possible that the player has blown something up 2696 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2697 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2698 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2699 * on the space that might harm the player.
2908 */ 2700 */
2909 will_kill_again=0; 2701 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2703 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2704 will_kill_again |= tmp->attacktype;
2913 } 2705
2914 if (will_kill_again) { 2706 if (will_kill_again)
2707 {
2915 object *force; 2708 object *force;
2916 int at; 2709 int at;
2917 2710
2918 force=get_archetype(FORCE_NAME); 2711 force = archetype::get (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2712 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1;
2921 force->speed_left=-5.0; 2713 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2923 for (at=0; at<NROFATTACKS; at++) { 2717 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2718 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2719 force->resist[at] = 100;
2926 } 2720
2927 insert_ob_in_ob(force, op); 2721 insert_ob_in_ob (force, op);
2928 fix_player(op); 2722 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 } 2723 }
2987 }
2988 play_again(op);
2989 2724
2990 /* peterm: added to create a corpse at deathsite. */ 2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2726}
3004 2727
3005 2728static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2729loot_object (object *op)
2730{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2731 object *tmp, *next;
3008 2732
3009 if (op->container) { /* close open sack first */ 2733 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2734
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
3014 next=tmp->below; 2737 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2738
3016 remove_ob(tmp); 2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2743 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2744
3019 loot_object(tmp); 2745 if (tmp->type == CONTAINER)
3020 } 2746 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2747
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2749 {
3023 if(tmp->nrof>1) { 2750 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2751 {
3025 free_object(tmp2); 2752 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2754 }
2755 else
2756 tmp->destroy ();
2757 }
3027 } else 2758 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2759 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2760 }
3032} 2761}
3033 2762
3034/* 2763/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2764 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2765 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2766 * was changed.
3038 */ 2767 */
2768void
2769fix_weight ()
2770{
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
3039 2774
3040void fix_weight(void) { 2775 pl->ob->update_weight ();
3041 player *pl; 2776
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2777 if (old != pl->ob->carrying)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2778 {
3044 if(old == sum) 2779 pl->ob->update_stats ();
3045 continue; 2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3046 fix_player(pl->ob); 2781 }
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 } 2782 }
3050} 2783}
3051 2784
3052void fix_luck(void) { 2785void
3053 player *pl; 2786fix_luck ()
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2787{
2788 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2789 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2790 pl->ob->change_luck (0);
3057} 2791}
3058
3059 2792
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2793/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2794 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2795 * just treat this as any other spell casting object.
3063 */ 2796 */
3064
3065void 2797void
3066cast_dust (object * op, object * throw_ob, int dir) 2798cast_dust (object *op, object *throw_ob, int dir)
3067{ 2799{
3068 object *skop, *spob; 2800 object *skop, *spob;
3069 2801
3070 skop = find_skill_by_name (op, throw_ob->skill); 2802 skop = find_skill_by_name (op, throw_ob->skill);
3071 2803
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2804 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2806 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2807 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 2808 return;
3078 } 2809 }
3079 2810
3080 spob = throw_ob->inv; 2811 spob = throw_ob->inv;
3081 2812
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2813 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 2814 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 2815 // errors should be reported as early as possible IMHO)
3085 if (!spob) 2816 if (!spob)
3086 { 2817 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2818 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 2819 return;
3090 } 2820 }
3091 2821
3092 if (op->type == PLAYER) 2822 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 2824
3095 cast_spell (op, throw_ob, dir, spob, NULL); 2825 cast_spell (op, throw_ob, dir, spob, NULL);
3096 2826
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2827 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 2828}
3101 2829
2830void
3102void make_visible (object *op) { 2831make_visible (object *op)
3103 op->hide = 0; 2832{
2833 op->flag [FLAG_HIDDEN] = 0;
3104 op->invisible = 0; 2834 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111 2835
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 2836 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 2837 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2838 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2839 op->contr->invis_race = 0;
2840 }
2841
2842 update_object (op, UP_OBJ_CHANGE);
2843}
2844
2845int
2846is_true_undead (object *op)
2847{
2848 if (op->arch->flag [FLAG_UNDEAD])
2849 return 1;
2850
3121 return 0; 2851 return 0;
3122} 2852}
3123 2853
3124/* look at the surrounding terrain to determine 2854/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 2855 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 2856 * indicate greater hideability.
3127 */ 2857 */
3128 2858int
3129int hideability(object *ob) { 2859hideability (object *ob)
2860{
3130 int i,level=0, mflag; 2861 int i, level = 0, mflag;
3131 sint16 x,y; 2862 sint16 x, y;
3132 2863
3133 if(!ob||!ob->map) return 0; 2864 if (!ob || !ob->map)
2865 return 0;
3134 2866
3135 /* so, on normal lighted maps, its hard to hide */ 2867 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 2868 level = ob->map->darklevel () - 2;
3137 2869
3138 /* this also picks up whether the object is glowing. 2870 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 2871 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 2872 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
3142 2875
3143 /* scan through all nearby squares for terrain to hide in */ 2876 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2880 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 2886 level += 2;
3149 else /* open terrain! */ 2887 else /* open terrain! */
3150 level -= 1; 2888 level -= 1;
3151 } 2889 }
3152 2890
3153#if 0 2891#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 2893#endif
3156 return level; 2894 return level;
3157} 2895}
3158 2896
3159/* For Hidden creatures - a chance of becoming 'unhidden' 2897/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 2898 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 2899 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 2901 */
3164 2902void
3165void do_hidden_move (object *op) { 2903do_hidden_move (object *op)
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2904{
3167 object *skop; 2905 int hide = 0;
3168 2906
3169 if(!op || !op->map) return; 2907 if (!op || !op->map)
2908 return;
3170 2909
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2912
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2913 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 2914 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 2915 if (!skop || num >= skop->level)
2916 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2917 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 2918 make_visible (op);
3178 return; 2919 return;
3179 } else num += 20;
3180 } 2920 }
2921 else
2922 num += 20;
2923
3181 num += op->map->difficulty; 2924 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 2925 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 2926 num -= hide;
2927
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
3185 make_visible(op); 2930 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2931
3187 "You moved out of hiding! You are visible!"); 2932 if (op->type == PLAYER)
2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 2934 }
3189 else if (op->type == PLAYER && skop) { 2935 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 2937}
3193 2938
3194/* determine if who is standing near a hostile creature. */ 2939/* determine if who is standing near a hostile creature. */
3195 2940
2941int
3196int stand_near_hostile( object *who ) { 2942stand_near_hostile (object *who)
2943{
3197 object *tmp=NULL; 2944 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 2945 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 2946 maptile *m;
3200 sint16 x,y; 2947 sint16 x, y;
3201 2948
3202 if(!who) return 0; 2949 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 2950 return 0;
3232}
3233 2951
2952 if (who->type == PLAYER)
2953 player = 1;
2954
2955 else
2956 friendly = who->flag [FLAG_FRIENDLY];
2957
2958 /* search adjacent squares */
2959 for (i = 1; i < 9; i++)
2960 {
2961 x = who->x + DIRX (i);
2962 y = who->y + DIRY (i);
2963 m = who->map;
2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2965 /* space must be blocked if there is a monster. If not
2966 * blocked, don't need to check this space.
2967 */
2968 if (mflags & P_OUT_OF_MAP)
2969 continue;
2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2971 continue;
2972
2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2974 {
2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2976 return 1;
2977 else if (tmp->type == PLAYER)
2978 return 1;
2979 }
2980 }
2981 return 0;
2982}
2983
3234/* check the player los field for viewability of the 2984/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 2985 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 2986 * but we dont worry if the object isnt the top one in
3237 * a pile (say a coin under a table would return "viewable" 2987 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2988 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2989 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2990 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2991 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2992 * imply the way your head, or body is facing? It's possible
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 2993 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 2994 * -b.t.
3245 * This function is now map tiling safe. 2995 * This function is now map tiling safe.
3246 */ 2996 */
3247 2997int
3248int player_can_view (object *pl,object *op) { 2998player_can_view (object *pl, object *op)
2999{
3249 rv_vector rv; 3000 rv_vector rv;
3250 int dx,dy; 3001 int dx, dy;
3251 3002
3252 if(pl->type!=PLAYER) { 3003 if (pl->type != PLAYER)
3004 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3005 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3006 return -1;
3279 op = op->more;
3280 } 3007 }
3008
3009 if (!pl || !op)
3281 return 0; 3010 return 0;
3282}
3283 3011
3284/* routine for both players and monsters. We call this when 3012 op = op->head_ ();
3285 * there is a possibility for our action distrubing our hiding 3013
3286 * place or invisiblity spell. Artefact invisiblity is not 3014 get_rangevector (pl, op, &rv, 0x1);
3287 * effected by this. If we arent invisible to begin with, we 3015
3288 * return 0. 3016 /* starting with the 'head' part, lets loop
3017 * through the object and find if it has any
3018 * part that is in the los array but isn't on
3019 * a blocked los square.
3020 * we use the archetype to figure out offsets.
3289 */ 3021 */
3290int action_makes_visible (object *op) { 3022 while (op)
3023 {
3024 dx = rv.distance_x + op->arch->x;
3025 dy = rv.distance_y + op->arch->y;
3291 3026
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3294 return 0;
3295
3296 if (op->contr && op->contr->tmp_invis == 0) return 0;
3297
3298 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3301 return 1; 3028 return 1;
3302 } 3029
3030 op = op->more;
3303 } 3031 }
3032
3304 return 0; 3033 return 0;
3305} 3034}
3306 3035
3307/* op_on_battleground - checks if the given object op (usually 3036/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3037 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3039 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3043 */
3044int
3315int op_on_battleground (object *op, int *x, int *y) { 3045op_on_battleground (object *op, int *x, int *y)
3316 object *tmp; 3046{
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3047 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3050 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3051 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3052 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3054 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3055 if (tmp->flag [FLAG_IS_FLOOR])
3327 strcmp(tmp->name, "battleground")==0 && 3056 {
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3057 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3062 /* before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 object *invtmp; 3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3066 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3067 if (x && y)
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3070 return 1;
3071 }
3072
3073 if (x && y)
3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3337 return 1; 3076 return 1;
3338 } 3077 }
3339 } 3078 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3079 }
3345 } 3080
3346 }
3347 /* If we got here, did not find a battleground */ 3081 /* If we got here, did not find a battleground */
3348 return 0; 3082 return 0;
3349} 3083}
3350 3084
3351/* 3085/*
3355 * attributes: 3089 * attributes:
3356 * object *who the dragon player 3090 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3091 * int atnr the attack-number of the ability focus
3358 * int level ability level 3092 * int level ability level
3359 */ 3093 */
3094void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3095dragon_ability_gain (object *who, int atnr, int level)
3096{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3097 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3098 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3099 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3100 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3101 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3102 int i = 0, j = 0;
3367 3103
3368 /* get the appropriate treasurelist */ 3104 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3105 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3107 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3109 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3111 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3113
3378 if (trlist == NULL || who->type != PLAYER) 3114 if (trlist == NULL || who->type != PLAYER)
3379 return; 3115 return;
3380 3116
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3118
3383 3119 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3120 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3122 return;
3387 } 3123 }
3388 3124
3389 /* everything seems okay - now bring on the gift: */ 3125 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3126 item = tr->item;
3391 3127
3392 if (item->type == SPELL) { 3128 if (item->type == SPELL)
3129 {
3393 if (check_spell_known (who, item->name)) 3130 if (check_spell_known (who, item->name))
3394 return; 3131 return;
3395 3132
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3133 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3134 do_learn_spell (who, item, 0);
3398 return; 3135 return;
3399 } 3136 }
3400 3137
3401 /* grant direct spell */ 3138 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3139 if (item->type == SPELLBOOK)
3140 {
3403 if (!item->inv) { 3141 if (!item->inv)
3142 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3144 return;
3407 } 3145 }
3408 if (check_spell_known (who, item->inv->name)) 3146 if (check_spell_known (who, item->inv->name))
3409 return; 3147 return;
3410 if (item->invisible) { 3148 if (item->invisible)
3149 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3150 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3151 do_learn_spell (who, item->inv, 0);
3413 return; 3152 return;
3414 } 3153 }
3415 } 3154 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3157 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3158 {
3418 3159
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3161 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3162 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3163 * but not all of them, he gets nothing.
3423 */ 3164 */
3424 if (!(skop->attacktype & item->attacktype)) { 3165 if (!(skop->attacktype & item->attacktype))
3166 {
3425 /* Give new attacktype */ 3167 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3168 skop->attacktype |= item->attacktype;
3427 3169
3428 /* always add physical if there's none */ 3170 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3171 skop->attacktype |= AT_PHYSICAL;
3430
3431 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3433 3172
3434 /* Give player new face */ 3173 if (item->msg != NULL)
3435 if (item->animation_id) {
3436 who->face = skop->face;
3437 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0;
3440 who->state = 0;
3441 animate_object(who, who->direction);
3442 }
3443 }
3444 }
3445 }
3446 else if (item->type == FORCE) {
3447 /* forces in the treasurelist can alter the player's stats */
3448 object *skin;
3449 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3451 skin=skin->below);
3452 if (skin == NULL) return;
3453
3454 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457
3458 /* print message */
3459 sprintf(buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3461 if(item->path_attuned & (1<<i)) {
3462 if (j)
3463 strcat(buf," and ");
3464 else
3465 j = 1;
3466 strcat(buf, spellpathnames[i]);
3467 }
3468 }
3469 strcat(buf,".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3471 }
3472
3473 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3480
3481 /* print message if there is one */
3482 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3484 }
3485 else {
3486 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3489 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp);
3492 }
3493}
3494 3175
3495/** 3176 /* Give player new face */
3496 * Unready an object for a player. This function does nothing if the object was 3177 if (item->animation_id)
3497 * not readied. 3178 {
3498 */ 3179 who->face = skop->face;
3499void player_unready_range_ob(player *pl, object *ob) { 3180 who->animation_id = item->animation_id;
3500 rangetype i; 3181 who->anim_speed = item->anim_speed;
3501 3182 who->last_anim = 0;
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3183 who->state = 0;
3503 if (pl->ranges[i] == ob) { 3184 animate_object (who, who->direction);
3504 pl->ranges[i] = NULL; 3185 }
3505 if (pl->shoottype == i) {
3506 pl->shoottype = range_none;
3507 } 3186 }
3508 } 3187 }
3509 } 3188 }
3189 else if (item->type == FORCE)
3190 {
3191 /* forces in the treasurelist can alter the player's stats */
3192 object *skin;
3193
3194 /* first get the dragon skin force */
3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3196 ;
3197
3198 if (!skin)
3199 return;
3200
3201 /* adding new spellpath attunements */
3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3205
3206 /* print message */
3207 sprintf (buf, "You feel attuned to ");
3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3210 if (item->path_attuned & (1 << i))
3211 {
3212 if (j)
3213 strcat (buf, " and ");
3214 else
3215 j = 1;
3216 strcat (buf, spellpathnames[i]);
3217 }
3218 }
3219
3220 strcat (buf, ".");
3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3222 }
3223
3224 /* evtl. adding flags: */
3225 if (item->flag [FLAG_XRAYS])
3226 skin->set_flag (FLAG_XRAYS);
3227 if (item->flag [FLAG_STEALTH])
3228 skin->set_flag (FLAG_STEALTH);
3229 if (item->flag [FLAG_SEE_IN_DARK])
3230 skin->set_flag (FLAG_SEE_IN_DARK);
3231
3232 /* print message if there is one */
3233 if (item->msg != NULL)
3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3235 }
3236 else
3237 {
3238 /* generate misc. treasure */
3239 tmp = tr->item->instance ();
3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3241 who->insert (tmp);
3242 }
3510} 3243}
3244
3245//-GPL
3246
3247sint8
3248player::darkness_at (maptile *map, int x, int y) const
3249{
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261}
3262
3263void
3264player::infobox (const char *title, const char *msg, int color)
3265{
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267}
3268
3269void
3270player::statusmsg (const char *msg, int color)
3271{
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273}
3274
3275void
3276player::failmsg (const char *msg, int color)
3277{
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280}
3281
3282void
3283object::failmsgf (const char *format, ...)
3284{
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292}
3293
3294void
3295player::failmsgf (const char *format, ...)
3296{
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301}
3302

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