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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.237 by root, Thu Nov 5 15:18:26 2009 UTC

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

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