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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 1.245 by root, Tue Nov 10 04:38:46 2009 UTC

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

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