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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 1.246 by root, Wed Nov 11 04:45:23 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
122 { 195 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 196 case SKILL:
124 break; 197 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; 198 break;
167 } 199
168 strncat(news+size,buf,HUGE_BUF-size); 200 case WAND:
169 size+=strlen(buf); 201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
170 } 210 }
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}
180 211
181int playername_ok(const char *cp) { 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 213 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} 214}
190 215
191/* This no longer sets the player map. Also, it now updates 216void
192 * all the pointers so the caller doesn't need to do that. 217player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 218{
194 */ 219 observe = viewpoint = op ? op : ob;
220 do_los = 1;
221}
195 222
196/* Redo this to do both get_player_ob and get_player. 223void
197 * Hopefully this will be less bugfree and simpler. 224player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 225{
199 * we create a new one. Otherwise, we recycle 226 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 227 do_los = 1;
201 */ 228}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 229
206 if (!p) { 230//+GPL
207 player *tmp;
208 231
209 p = (player *) malloc(sizeof(player)); 232player::player ()
210 if(p==NULL) 233{
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 - 234 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 235 * we deal with that below this point.
237 */ 236 */
238 p->party=NULL; 237 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 238 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 239 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 240
244#ifdef AUTOSAVE 241 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 242
246#endif 243 gen_sp_armour = 10;
244 bowtype = bow_normal;
245 petmode = pet_normal;
246 usekeys = containers;
247 peaceful = 1; /* default peaceful */
248 do_los = 1;
249
250 weapon_sp = 1.0f;
251 weapon_sp_left = 0.5f;
252}
253
254void
255player::do_destroy ()
256{
257 disconnect ();
258
259 attachable::do_destroy ();
260
261 if (ob)
247 262 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 263 ob->destroy_inv (false);
264 ob->destroy ();
249 265 }
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 */
258 266
259 roll_stats(op); 267 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} 268}
301 269
302 270player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 271{
306 strcpy(op->contr->maplevel, first_map_path); 272 /* Clear item stack */
307 op->x = -1; 273 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} 274}
341 275
342/* 276/*
343 * get_player_archetype() return next player archetype from archetype 277 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 278 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 279 * Note: there MUST be at least one player archetype!
346 */ 280 */
281static archetype *
347archetype *get_player_archetype(archetype* at) 282get_player_archetype (archetype *at)
348{ 283{
349 archetype *start = at; 284 // archetypes could have been reloaded
350 for (;;) { 285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 286
352 at=first_archetype; 287 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 288 return at;
357 if (at == start) { 289
358 LOG (llevError, "No Player archetypes\n"); 290 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 291
360 } 292 for (;;)
361 } 293 {
362} 294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
363 298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
302}
364 303
304/* Tries to add player on the connection passed in ns.
305 * All we can really get in this is some settings like host and display
306 * mode.
307 */
308player *
309player::create ()
310{
311 player *pl = new player;
312
313 pl->set_object (arch_to_object (get_player_archetype (0)));
314
315 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */
318
319 set_first_map (pl->ob);
320
321 return pl;
322}
323
324object *
365object *get_nearest_player(object *mon) { 325get_nearest_player (object *mon)
326{
366 object *op = NULL; 327 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 328 objectlink *ol;
369 unsigned lastdist; 329 unsigned lastdist;
370 rv_vector rv; 330 rv_vector rv;
371 331
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 333 {
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)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 335 continue;
399 336
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) { 337 if (lastdist > rv.distance)
409 op=pl->ob; 338 {
339 op = ol->ob;
410 lastdist=rv.distance; 340 lastdist = rv.distance;
341 }
411 } 342 }
412 } 343
413 } 344 for_all_players (pl)
345 if (can_detect_enemy (mon, pl->ob, &rv))
346 if (lastdist > rv.distance)
347 {
348 op = pl->ob;
349 lastdist = rv.distance;
350 }
351
414#if 0 352#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 353 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 354#endif
417 return op; 355 return op;
418} 356}
419 357
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 358/* 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 359 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 360 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 374 * 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 375 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 376 * is probably not a good thing.
439 */ 377 */
440#define MAX_SPACES 50 378#define MAX_SPACES 50
441
442 379
443/* 380/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 381 * 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 382 * 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 383 * 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. 396 * 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, 397 * 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 398 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 399 * is blocking itself.
463 */ 400 */
401int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 402path_to_player (object *mon, object *pl, unsigned mindiff)
403{
465 rv_vector rv; 404 rv_vector rv;
466 sint16 x,y; 405 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 406 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 407 maptile *m, *lastmap;
469 408
470 get_rangevector(mon, pl, &rv, 0); 409 get_rangevector (mon, pl, &rv, 0);
471 410
472 if (rv.distance<mindiff) return 0; 411 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; 412 return 0;
725}
726 413
727void confirm_password(object *op) { 414 x = mon->x;
415 y = mon->y;
416 m = mon->map;
417 dir = rv.direction;
418 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
419 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 420
729 op->contr->write_buf[0]='\0'; 421 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 422 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 423 return 0;
732}
733 424
425 while (diff > 1 && max > 0)
426 {
427 lastx = x;
428 lasty = y;
429 lastmap = m;
430 x = lastx + freearr_x[dir];
431 y = lasty + freearr_y[dir];
432
433 mflags = get_map_flags (m, &m, x, y, &x, &y);
434 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
435
436 /* Space is blocked - try changing direction a little */
437 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
438 && (m == mon->map && blocked_link (mon, m, x, y))))
439 {
440 /* recalculate direction from last good location. Possible
441 * we were not traversing ideal location before.
442 */
443 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
444 if (rv.direction != dir)
445 {
446 /* OK - says direction should be different - lets reset the
447 * the values so it will try again.
448 */
449 x = lastx;
450 y = lasty;
451 m = lastmap;
452 dir = firstdir = rv.direction;
453 }
454 else
455 {
456 /* direct path is blocked - try taking a side step to
457 * either the left or right.
458 * Note increase the values in the loop below to be
459 * more than -1/1 respectively will mean the monster takes
460 * bigger detour. Have to be careful about these values getting
461 * too big (3 or maybe 4 or higher) as the monster may just try
462 * stepping back and forth
463 */
464 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
465 {
466 if (i == 0)
467 continue; /* already did this, so skip it */
468 /* Use lastdir here - otherwise,
469 * since the direction that the creature should move in
470 * may change, you could get infinite loops.
471 * ie, player is northwest, but monster can only
472 * move west, so it does that. It goes some distance,
473 * gets blocked, finds that it should move north,
474 * can't do that, but now finds it can move east, and
475 * gets back to its original point. lastdir contains
476 * the last direction the creature has successfully
477 * moved.
478 */
479
480 x = lastx + freearr_x[absdir (lastdir + i)];
481 y = lasty + freearr_y[absdir (lastdir + i)];
482 m = lastmap;
483 mflags = get_map_flags (m, &m, x, y, &x, &y);
484 if (mflags & P_OUT_OF_MAP)
485 continue;
486 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
487 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
488 continue;
489 if (mflags & P_BLOCKSVIEW)
490 continue;
491
492 if (m == mon->map && blocked_link (mon, m, x, y))
493 break;
494 }
495 /* go through entire loop without finding a valid
496 * sidestep to take - thus, no valid path.
497 */
498 if (i == (DETOUR_AMOUNT + 1))
499 return 0;
500 diff--;
501 lastdir = dir;
502 max--;
503 if (!firstdir)
504 firstdir = dir + i;
505 } /* else check alternate directions */
506 } /* if blocked */
507 else
508 {
509 /* we moved towards creature, so diff is less */
510 diff--;
511 max--;
512 lastdir = dir;
513 if (!firstdir)
514 firstdir = dir;
515 }
516
517 if (diff <= 1)
518 {
519 /* Recalculate diff (distance) because we may not have actually
520 * headed toward player for entire distance.
521 */
522 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
523 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
524 }
525
526 if (diff > max)
527 return 0;
528 }
529
530 /* If we reached the max, didn't find a direction in time */
531 if (!max)
532 return 0;
533
534 return firstdir;
535}
536
537void
538give_initial_items (object *pl, treasurelist *items)
539{
540 if (pl->randomitems)
541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
542
543 for (object *next, *op = pl->inv; op; op = next)
544 {
545 next = op->below;
546
547 /* Forces get applied per default, unless they have the
548 * flag "neutral" set. Sorry but I can't think of a better way
549 */
550 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
551 SET_FLAG (op, FLAG_APPLIED);
552
553 /* we never give weapons/armour if these cannot be used
554 * by this player due to race restrictions
555 */
556 if (pl->type == PLAYER)
557 {
558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
560 (op->type == ARMOUR || op->type == BOOTS
561 || op->type == CLOAK || op->type == HELMET
562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
565 {
566 op->destroy ();
567 continue;
568 }
569 }
570
571 /* Here we remove duplicated skills (as duplicated spell objects have
572 * _very_ confusing effects for players), which could for instance be
573 * generated by bad treasurelists. - elmex
574 */
575 if (op->type == SKILL)
576 {
577 for (object *tmp = op->below; tmp; tmp = tmp->below)
578 if (tmp->type == op->type && tmp->name == op->name)
579 {
580 op->destroy ();
581 LOG (llevError,
582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
583 break;
584 }
585
586 if (op->nrof > 1)
587 op->nrof = 1;
588 }
589
590 if (op->type == SPELLBOOK && op->inv)
591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
592
593 /* Give starting characters identified, uncursed, and undamned
594 * items. Just don't identify gold or silver, or it won't be
595 * merged properly.
596 */
597 if (need_identify (op))
598 {
599 SET_FLAG (op, FLAG_IDENTIFIED);
600 CLEAR_FLAG (op, FLAG_CURSED);
601 CLEAR_FLAG (op, FLAG_DAMNED);
602 }
603
604 if (op->type == SPELL)
605 {
606 op->destroy ();
607 continue;
608 }
609 else if (op->type == SKILL)
610 {
611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
612 op->stats.exp = 0;
613 op->level = 1;
614 }
615 else /* lock all 'normal items by default */
616 SET_FLAG (op, FLAG_INV_LOCKED);
617 } /* for loop of objects in player inv */
618
619 /* Need to set up the skill pointers */
620 pl->contr->link_skills ();
621}
622
623void
734void get_party_password(object *op, partylist *party) { 624get_party_password (object *op, partylist *party)
625{
735 if (party == NULL) { 626 if (party == NULL)
627 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 628 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 629 return;
738 } 630 }
631
739 op->contr->write_buf[0]='\0'; 632 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 633 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 634 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 635 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 636}
744
745 637
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 638/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
639static int
747int roll_stat(void) { 640roll_stat (void)
641{
748 int a[4],i,j,k; 642 int a[4], i, j, k;
749 643
750 for(i=0;i<4;i++) 644 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 645 a[i] = (int) rndm (6) + 1;
752 646
753 for(i=0,j=0,k=7;i<4;i++) 647 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 648 if (a[i] < k)
755 k=a[i],j=i; 649 k = a[i], j = i;
756 650
757 for(i=0,k=0;i<4;i++) { 651 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 652 if (i != j)
759 k+=a[i]; 653 k += a[i];
760 } 654
761 return k; 655 return k;
762} 656}
763 657
764void roll_stats(object *op) { 658void
659object::roll_stats ()
660{
661 int statsort [NUM_STATS];
662
663 for (;;)
664 {
765 int sum=0; 665 int sum = 0;
766 int i = 0, j = 0; 666 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 667 sum += statsort [i] = roll_stat ();
768 668
769 do { 669 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 670 break;
771 op->stats.Dex=roll_stat(); 671 }
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);
781 672
782 /* Sort the stats so that rerolling is easier... */ 673 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 674 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;
790 675
791 /* a quick and dirty bubblesort? */ 676 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]; 677 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];
810 678
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; 679 stats.exp = 0;
822 op->stats.ac=0; 680 stats.ac = 0;
823 681
682 stats.hp = stats.maxhp;
683 stats.sp = stats.maxsp;
684 stats.grace = stats.maxgrace;
685
686 if (contr)
687 {
824 op->contr->levhp[1] = 9; 688 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 689 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 690 contr->levgrace[1] = 3;
827 691
828 fix_player(op); 692 contr->orig_stats = stats;
693 }
694}
695
696void
697object::swap_stats (int a, int b)
698{
699 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
700
701 for (int i = 0; i < NUM_STATS; ++i)
702 stats.stat (i) = contr->orig_stats.stat (i);
703
704 //TODO: the following code looks so borked and should, at the very least,
705 // be merged with the similar code in roll_stats
706 stats.ac = 0;
707
708 level = 1;
709 stats.exp = 0;
710 stats.ac = 0;
711
829 op->stats.hp = op->stats.maxhp; 712 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 713 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 714 stats.grace = stats.maxgrace;
715
716 if (contr)
717 {
718 contr->levhp[1] = 9;
719 contr->levsp[1] = 6;
720 contr->levgrace[1] = 3;
721
832 op->contr->orig_stats=op->stats; 722 contr->orig_stats = stats;
723 }
833} 724}
834 725
835void Roll_Again(object *op) 726static void
727start_info (object *op)
836{ 728{
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]; 729 char buf[MAX_BUF];
845 730
846 if ( op->contr->Swap_First == -1 ) { 731 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); 732 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} 733}
954 734
955/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 738 * separate race and class; this actually changes the RACE,
959 * not the class. 739 * not the class.
960 */ 740 */
961 741void
962int key_change_class(object *op, char key) 742player::chargen_race_done ()
963{ 743{
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 */ 744 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 745 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 746
747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
748 if (tl)
749 create_treasure (tl, ob, 0, 0, 0);
750
978 INVOKE_PLAYER (BIRTH, op->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
980 753
981 op->contr->state=ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
982 755
983 if (op->msg) { 756 if (ob->msg)
984 free_string(op->msg); 757 ob->msg = 0;
985 op->msg=NULL;
986 }
987 758
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); 759 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 761 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 762 esrv_send_inventory (ob, ob);
1002 fix_player(op); 763 ob->update_stats ();
1003 764
1004 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
1005 * is one for this race 766 * is one for this race
1006 */ 767 */
1007 if(*first_map_ext_path) { 768 if (*first_map_ext_path)
1008 object *tmp; 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 770 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"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 772}
1024 return 0;
1025 }
1026 773
774void
775player::chargen_race_next ()
776{
1027 /* Following actually changes the race - this is the default command 777 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 778 * if we don't match with one of the options above.
1029 */ 779 */
1030 780
1031 tmp_loop = 0; 781 do
1032 while(!tmp_loop) { 782 {
1033 const char *name = add_string (op->name); 783 shstr name = ob->name;
1034 int x = op->x, y = op->y; 784 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 785
1036 remove_ob (op); 786 ob->remove_statbonus ();
787 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 788 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 789 ob->arch->copy_to (ob);
1039 op->instantiate (); 790 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 791 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 792 ob->name = ob->name_pl = name;
1042 op->name = name; 793 ob->x = x;
1043 free_string(op->name_pl); 794 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 */ 795 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 796 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 797 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 798 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 } 799 }
800 while (!allowed_class (ob));
801
1056 update_object(op,UP_OBJ_FACE); 802 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 803 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 804 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 807 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} 808}
1067 809
1068int key_confirm_quit(object *op, char key) 810static 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) { 811flee_player (object *op)
812{
1114 int dir,diff; 813 int dir, diff;
1115 rv_vector rv; 814 rv_vector rv;
1116 815
1117 if(op->stats.hp < 0) { 816 if (op->stats.hp < 0)
817 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 820 return;
821 }
822
823 if (!op->enemy)
1121 } 824 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 827 return;
1127 } 828 }
1128 829
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)) { 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
831 {
1140 op->enemy=NULL; 832 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 834 return;
1143 } 835 }
836
1144 get_rangevector(op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1145 838
1146 dir=absdir(4+rv.direction); 839 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 840 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 } 841 {
842 int m = 1 - rndm (2) * 2;
843
844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
845 return;
846 }
847
1154 /* Cornered, get rid of scared */ 848 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 849 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 850 op->enemy = NULL;
1157} 851}
1158
1159 852
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 853/* 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 854 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 855 * stop.
1163 */ 856 */
857int
1164int check_pick(object *op) { 858check_pick (object *op)
859{
1165 object *tmp, *next; 860 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 861 int stop = 0;
1168 int j, k, wvratio; 862 int wvratio;
1169 char putstring[128], tmpstr[16];
1170
1171 863
1172 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1174 return 1; 866 return 1;
1175 867
1176 op_tag = op->count;
1177
1178 next = op->below; 868 next = op->below;
1179 if (next) 869
1180 next_tag = next->count; 870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 872
1182 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 874 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 875 while (next && !next->destroyed ())
1185 { 876 {
1186 tmp = next; 877 tmp = next;
1187 next = tmp->below; 878 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 879
1191 if (was_destroyed (op, op_tag)) 880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
886 if (op->destroyed ())
1192 return 0; 887 return 0;
1193 888
1194 if ( ! can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1195 continue; 890 continue;
1196 891
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 893 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1201 continue; 897 continue;
1202 } 898 }
1203 899
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 */ 900 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 901 if (op->contr->mode & PU_DEBUG)
1241 { 902 {
1242 /* some debugging code to figure out item information */ 903 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 904 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 905 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 906 &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", 907 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 908 &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)))); 909
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 910 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 } 911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
1281 /* philosophy: 919 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 920 * 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 921 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 922 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 923 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 924 * example.
1287 * The drawback: right now it has no frontend, so you need to 925 * 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 926 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 927 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 930 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 931 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 932 * meaning if any test passes, the item gets picked up. */
1295 933
1296 /* if mode is set to pick nothing up, return */ 934 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 935 if (op->contr->mode == PU_NOTHING)
936 return 1;
1299 937
1300 /* if mode is set to stop when encountering objects, return */ 938 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 939 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 940 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 941 if (op->contr->mode & PU_STOP)
942 return 0;
1305 943
1306 /* useful for going into stores and not losing your settings... */ 944 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 945 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 946 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
1310 949
1311 /* prevent us from turning into auto-thieves :) */ 950 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
1313 953
1314 /* ignore known cursed objects */ 954 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
1316 957
1317 /* all food and drink if desired */ 958 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 959 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 960 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 961 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 962 {
963 CHK_PICK_PICKUP;
964 continue;
965 }
966
1322 if(op->contr->mode & PU_DRINK) 967 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 968 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; } 969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
1325 973
1326 if(op->contr->mode & PU_POTION) 974 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 975 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
1329 980
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 981 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 982 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 983 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
1334 if(op->contr->mode & PU_SKILLSCROLL) 989 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 990 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
1337 if(op->contr->mode & PU_READABLES) 996 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1340 1002
1341 /* wands/staves/rods/horns */ 1003 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1345 1010
1346 /* pick up all magical items */ 1011 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1012 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1013 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; } 1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1350 1018
1351 if(op->contr->mode & PU_VALUABLES) 1019 if (op->contr->mode & PU_VALUABLES)
1352 { 1020 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1021 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1355 } 1026 }
1356 1027
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1028 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1029 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1030 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1031 {
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 /* we don't forget dragon food */
1037 if (op->contr->mode & PU_FLESH)
1038 if (tmp->type == FLESH)
1039 {
1040 CHK_PICK_PICKUP;
1041 continue;
1042 }
1361 1043
1362 /* bows and arrows. Bows are good for selling! */ 1044 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1045 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1046 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1047 {
1048 CHK_PICK_PICKUP;
1049 continue;
1050 }
1051
1366 if(op->contr->mode & PU_ARROW) 1052 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1053 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1369 1058
1370 /* all kinds of armor etc. */ 1059 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1060 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1061 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1374 if(op->contr->mode & PU_HELMET) 1067 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1068 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1377 if(op->contr->mode & PU_SHIELD) 1074 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1075 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1380 if(op->contr->mode & PU_BOOTS) 1081 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1082 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1383 if(op->contr->mode & PU_GLOVES) 1088 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1089 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1386 if(op->contr->mode & PU_CLOAK) 1095 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1096 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1389 1101
1390 /* hoping to catch throwing daggers here */ 1102 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1103 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1394 1109
1395 /* careful: chairs and tables are weapons! */ 1110 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1111 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1112 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1113 if (tmp->type == WEAPON)
1399 { 1114 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1115 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1116 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1117 continue;
1403 } 1118 }
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 } 1119 }
1411 1120
1412 /* misc stuff that's useful */ 1121 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1122 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1123 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1124 {
1125 CHK_PICK_PICKUP;
1126 continue;
1127 }
1416 1128
1417 /* any of the last 4 bits set means we use the ratio for value 1129 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1130 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1131 if (op->contr->mode & PU_RATIO)
1420 { 1132 {
1421 /* use value density to decide what else to grab */ 1133 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1134 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1135 /* >=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 */ 1136 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1137 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1138 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1139 {
1428 pick_up(op, tmp);
1429#if 0 1140#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1141 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1142 if (tmp->name != NULL)
1143 {
1432 fprintf(stderr,"%s", tmp->name); 1144 fprintf (stderr, "%s", tmp->name);
1433 } 1145 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1146 else
1147 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1148 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1149 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1150#endif
1438 continue; 1151 CHK_PICK_PICKUP;
1439 } 1152 continue;
1153 }
1154 } /* the new pickup model */
1440 } 1155 }
1441 } /* the new pickup model */ 1156
1442 }
1443 return ! stop; 1157 return !stop;
1158}
1159
1160/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0.
1165 */
1166static int
1167action_makes_visible (object *op)
1168{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1170 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1172 {
1173 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance.
1175 if (op->contr)
1176 op->make_noise ();
1177
1178 return 0;
1179 }
1180
1181 if (op->contr && op->contr->tmp_invis == 0)
1182 return 0;
1183
1184 /* If monsters, they should become visible */
1185 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1186 {
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1188 return 1;
1189 }
1190 }
1191
1192 return 0;
1444} 1193}
1445 1194
1446/* 1195/*
1447 * Find an arrow in the inventory and after that 1196 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1197 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1198 * found object is returned.
1450 */ 1199 */
1200static object *
1451object *find_arrow(object *op, const char *type) 1201find_arrow (object *op, const char *type)
1452{ 1202{
1453 object *tmp = NULL; 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp);
1454 1206
1455 for(op=op->inv; op; op=op->below) 1207 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1209 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1210 {
1459 else if (op->type==ARROW && op->race==type) 1211 splay (tmp);
1212 return arrow;
1213 }
1214
1460 return op; 1215 return 0;
1461 return tmp;
1462} 1216}
1463 1217
1464/* 1218/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1219 * 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 1220 * 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 1221 * 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. 1222 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1223 */
1470 1224static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1225find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1226{
1473 object *tmp = NULL, *arrow, *ntmp; 1227 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1228 int attacknum, attacktype, betterby = 0, i;
1475 1229
1476 if (!type) 1230 if (!type)
1477 return NULL; 1231 return NULL;
1478 1232
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1233 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1234 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1236 {
1237 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1238 ntmp = find_better_arrow (arrow, target, type, &i);
1239
1484 if (i > betterby) { 1240 if (i > betterby)
1485 tmp = ntmp; 1241 {
1486 betterby = i; 1242 tmp = ntmp;
1487 } 1243 betterby = i;
1244 }
1245 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1246 else if (arrow->type == ARROW && arrow->race == type)
1247 {
1489 /* allways prefer assasination/slaying */ 1248 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1249 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1250 {
1492 if (arrow->attacktype & AT_DEATH) { 1251 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1252 {
1494 return arrow; 1253 *better = 100;
1495 } else { 1254 return arrow;
1496 tmp = arrow; 1255 }
1256 else
1257 {
1258 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1259 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1260 }
1499 } else { 1261 }
1262 else
1263 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1264 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1265 {
1501 attacktype = 1<<attacknum; 1266 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1267 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1268 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1269 {
1270 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1271 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1272 }
1507 } 1273 }
1274
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1275 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1276 {
1277 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1278 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1279 }
1280
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1281 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1282 {
1283 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1284 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1285 }
1286 }
1287 }
1516 } 1288 }
1517 } 1289
1518 }
1519 if (tmp == NULL && arrow == NULL) 1290 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1291 return find_arrow (op, type);
1521 1292
1522 *better = betterby; 1293 *better = betterby;
1523 return tmp; 1294 return tmp;
1524} 1295}
1525 1296
1526/* looks in a given direction, finds the first valid target, and calls 1297/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1298 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1299 * op = the shooter
1529 * type = bow->race 1300 * type = bow->race
1530 * dir = fire direction 1301 * dir = fire direction
1531 */ 1302 */
1532 1303static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1304pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1305{
1535 object *tmp = NULL; 1306 object *tmp = NULL;
1536 mapstruct *m; 1307 maptile *m;
1537 int i, mflags, found, number; 1308 int i, mflags, found, number;
1538 sint16 x, y; 1309 sint16 x, y;
1539 1310
1540 if (op->map == NULL) 1311 if (op->map == NULL)
1541 return find_arrow(op, type); 1312 return find_arrow (op, type);
1542 1313
1543 /* do a dex check */ 1314 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1315 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))) 1316 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1317 return find_arrow (op, type);
1547 1318
1548 m = op->map; 1319 m = op->map;
1549 x = op->x; 1320 x = op->x;
1550 y = op->y; 1321 y = op->y;
1551 1322
1552 /* find the first target */ 1323 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1324 for (i = 0, found = 0; i < 20; i++)
1325 {
1554 x += freearr_x[dir]; 1326 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1327 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1328 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1331 {
1559 break; 1332 tmp = 0;
1333 break;
1334 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1335 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1336 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1337 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1338 * perhaps a bad assumption.
1563 */ 1339 */
1564 tmp = NULL; 1340 tmp = 0;
1565 break; 1341 break;
1566 } 1342 }
1343
1567 if (mflags & P_IS_ALIVE) { 1344 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1347 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1348 }
1577 if (tmp == NULL) 1349
1350 if (!tmp)
1578 return find_arrow(op, type); 1351 return find_arrow (op, type);
1579 1352
1580 if (tmp->head) 1353 if (tmp->head)
1581 tmp = tmp->head; 1354 tmp = tmp->head;
1582 1355
1583 return find_better_arrow(op, tmp, type, &i); 1356 return find_better_arrow (op, tmp, type, &i);
1584} 1357}
1585 1358
1586/* 1359/*
1587 * Creature fires a bow - op can be monster or player. Returns 1360 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1361 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1364 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1365 * 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 1366 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1367 * player fire modes.
1595 */ 1368 */
1369int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1370fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1371{
1599 object *left, *bow; 1372 object *left, *bow;
1600 tag_t left_tag, tag; 1373 int mflags;
1601 int bowspeed, mflags; 1374 maptile *m;
1602 mapstruct *m;
1603 1375
1604 if (!dir) { 1376 if (!dir)
1377 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1378 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1379 return 0;
1380 }
1381
1382 if (op->contr)
1383 bow = op->current_weapon;
1384 else
1607 } 1385 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1386 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1387 /* 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. 1388 * don't need to switch back and forth between bows and weapons.
1614 */ 1389 */
1615 if(bow->type==BOW) 1390 if (bow->type == BOW)
1616 break; 1391 break;
1617 1392
1618 if (!bow) { 1393 if (!bow)
1394 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1395 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1396 return 0;
1621 } 1397 }
1398
1399 // optimisation: move object to top so we will find it quickly again
1400 splay (bow);
1622 } 1401 }
1402
1623 if( !bow->race || !bow->skill) { 1403 if (!bow->race || !bow->skill)
1404 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1406 return 0;
1626 } 1407 }
1627 1408
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) { 1409 if (arrow == NULL)
1410 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1411 if ((arrow = find_arrow (op, bow->race)) == NULL)
1412 {
1638 if (op->type == PLAYER) 1413 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1414 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 */ 1415 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1416 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1417 CLEAR_FLAG (op, FLAG_READY_BOW);
1418
1644 return 0; 1419 return 0;
1645 } 1420 }
1646 } 1421 }
1422
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1423 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1424 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1425 return 0;
1650 } 1426
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1427 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1428 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1429 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1430 return 0;
1654 } 1431 }
1655 1432
1656 /* this should not happen, but sometimes does */ 1433 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1434 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1435 {
1436 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1437 arrow->destroy ();
1438 return 0;
1439 }
1662 1440
1663 left = arrow; /* these are arrows left to the player */ 1441 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1442 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1443 if (!arrow)
1666 if (arrow == NULL) { 1444 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1446 return 0;
1669 return 0;
1670 } 1447 }
1671 set_owner(arrow, op); 1448
1672 if (arrow->skill) free_string(arrow->skill); 1449 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1450 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1451 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1452
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 */ 1453 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1454 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1455 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1456 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1457
1691 /* Note that this was different for monsters - they got their level 1458#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1459 if (player *pl = op->contr)
1693 */
1694 1460 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1461 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1462
1463 /* penalize ROF for bestarrow */
1464 if (pl->bowtype == bow_bestarrow)
1465 speed *= .9f;
1466 else
1467 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1468
1469 op->speed_left += speed - op->speed;
1470 }
1471#endif
1472
1473 SET_ANIMATION (arrow, arrow->direction);
1474
1699 /* update the speed */ 1475 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 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]) + 1477 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1478
1705 if (arrow->speed < 1.0) 1479 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1480 arrow->speed_left = 0;
1709 1481
1482 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1483
1710 if (op->type == PLAYER) { 1484 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1485 {
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; 1486 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1487 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1488
1489 if (!arrow->slaying)
1490 arrow->slaying = op->slaying;
1491
1492 arrow->attacktype |= op->attacktype;
1493 }
1494 else
1495 {
1721 arrow->level = op->level; 1496 arrow->level = op->level;
1722 } 1497 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1498
1499 if (!arrow->slaying)
1500 arrow->slaying = bow->slaying;
1501
1724 arrow->attacktype |= bow->attacktype; 1502 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1503 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1504
1728 arrow->map = m; 1505 wc -= arrow->level;
1506 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1507
1508 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1509 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1510 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1511
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1512 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1513 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1514
1736 if (!was_destroyed(arrow, tag)) 1515 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1516 move_arrow (arrow);
1738 1517
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; 1518 return 1;
1746} 1519}
1747 1520
1748/* Special fire code for players - this takes into 1521/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1522 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1523 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1524 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1525 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1526 * hence the function name.
1754 */ 1527 */
1528static int
1755int player_fire_bow(object *op, int dir) 1529player_fire_bow (object *op, int dir)
1756{ 1530{
1757 int ret=0, wcmod=0; 1531 int ret;
1758 1532
1759 if (op->contr->bowtype == bow_bestarrow) { 1533 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1534 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1535 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); 1536 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1537 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1538 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1539 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, 1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1541 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1542 else if (op->contr->bowtype == bow_threewide)
1543 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1544 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)]); 1545 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)]); 1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1547 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1548 else if (op->contr->bowtype == bow_spreadshot)
1549 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 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); 1551 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); 1552 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1553 }
1777 } else { 1554 else
1555 {
1778 /* Simple case */ 1556 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1557 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1558 }
1559
1781 return ret; 1560 return ret;
1782} 1561}
1783
1784 1562
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1563/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1564 * Broken apart from 'fire' to keep it more readable.
1787 */ 1565 */
1566static void
1788void fire_misc_object(object *op, int dir) 1567fire_misc_object (object *op, int dir)
1789{ 1568{
1790 object *item; 1569 object *item = op->contr->ranged_ob;
1791 1570
1792 if (!op->contr->ranges[range_misc]) { 1571 if (!item)
1572 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1573 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1574 return;
1795 } 1575 }
1796 1576
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1577 if (!item->inv)
1578 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1579 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1580 return;
1801 } 1581 }
1802 if (item->type == WAND) { 1582
1803 if(item->stats.food<=0) { 1583 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; 1584 return;
1807 } 1585
1586 if (item->type == WAND)
1587 {
1588 if (item->stats.food <= 0)
1589 {
1590 op->contr->play_sound (sound_find ("wand_poof"));
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1592
1593 return;
1594 }
1595 }
1596 else if (item->type == ROD || item->type == HORN)
1597 {
1598 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1599
1600 // using the maximum of the rods charge allows at least one spell cast
1601 // for a rod or horn, this fixes some broken rods.
1602 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1603 {
1604 op->contr->play_sound (sound_find ("wand_poof"));
1605
1606 if (item->type == ROD)
1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1608 else
1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1610
1611 return;
1612 }
1613 }
1614
1615 if (cast_spell (op, item, dir, item->inv, NULL))
1616 {
1617 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1618
1619 if (item->type == WAND)
1620 {
1621 if (!(--item->stats.food))
1622 {
1623 object *tmp;
1624
1625 if (item->arch)
1626 {
1627 CLEAR_FLAG (item, FLAG_ANIMATE);
1628 item->face = item->arch->face;
1629 item->set_speed (0);
1630 }
1631
1632 if (object *pl = item->visible_to ())
1633 esrv_update_item (UPD_ANIM, pl, item);
1634 }
1635 }
1808 } else if (item->type == ROD || item->type==HORN) { 1636 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); 1637 drain_rod_charge (item);
1838 }
1839 } 1638 }
1840} 1639}
1841 1640
1842/* Received a fire command for the player - go and do it. 1641/* Received a fire command for the player - go and do it.
1843 */ 1642 */
1643bool
1844void fire(object *op,int dir) { 1644fire (object *op, int dir)
1645{
1845 int spellcost=0; 1646 int spellcost = 0;
1846 1647
1648 player *pl = op->contr;
1649
1650 if (pl->golem)
1651 {
1652 control_golem (op->contr->golem, dir);
1653 return false;
1654 }
1655
1656 object *ob = pl->ranged_ob;
1657
1658 if (!ob)
1659 return false;
1660
1661 if (op->speed_left > 0.f)
1662 --op->speed_left;
1663 else
1664 return false;
1665
1666 if (!op->change_weapon (ob))
1667 return false;
1668
1847 /* check for loss of invisiblity/hide */ 1669 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1670 if (action_makes_visible (op))
1671 make_visible (op);
1849 1672
1850 switch(op->contr->shoottype) { 1673 switch (ob->type)
1851 case range_none: 1674 {
1852 return; 1675 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1676 player_fire_bow (op, dir);
1856 return; 1677 break;
1857 1678
1858 case range_magic: /* Casting spells */ 1679 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1681 break;
1861 1682
1862 case range_misc: 1683 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 ); 1684 apply_map_builder (op, dir);
1685 break;
1686
1687 case SKILL:
1688 do_skill (op, op, ob, dir, 0);
1689 break;
1690
1691 default:
1692 fire_misc_object (op, dir);
1693 break;
1694 }
1695
1696 return true;
1697}
1698
1699static object *
1700find_key_ (object *pl, object *container, object *door)
1701{
1702 object *tmp, *key;
1703
1704 /* Should not happen, but sanity checking is never bad */
1705 if (!container->inv)
1706 return 0;
1707
1708 /* First, lets try to find a key in the top level inventory */
1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 {
1711 if (door->type == DOOR && tmp->type == KEY)
1712 break;
1713
1714 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys
1716 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break;
1719 }
1720
1721 /* No key found - lets search inventories now */
1722 /* If we find and use a key in an inventory, return at that time.
1723 * otherwise, if we search all the inventories and still don't find
1724 * a key, return
1725 */
1726 if (!tmp)
1727 {
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 /* No reason to search empty containers */
1730 if (tmp->type == CONTAINER && tmp->inv)
1731 if ((key = find_key_ (pl, tmp, door)))
1732 return key;
1733
1734 if (!tmp)
1887 return; 1735 return 0;
1888 default: 1736 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1737
1890 return; 1738 /* We get down here if we have found a key. Now if its in a container,
1739 * see if we actually want to use it
1740 */
1741 if (pl != container)
1891 } 1742 {
1892} 1743 /* Only let players use keys in containers */
1744 if (!pl->contr)
1745 return 0;
1893 1746
1747 /* cases where this fails:
1748 * If we only search the player inventory, return now since we
1749 * are not in the players inventory.
1750 * If the container is not active, return now since only active
1751 * containers can be used.
1752 * If we only search keyrings and the container does not have
1753 * a race/isn't a keyring.
1754 * No checking for all containers - to fall through past here,
1755 * inv must have been an container and must have been active.
1756 *
1757 * Change the color so that the message doesn't disappear with
1758 * all the others.
1759 */
1760 if (pl->contr->usekeys == key_inventory
1761 || !QUERY_FLAG (container, FLAG_APPLIED)
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL;
1767 }
1768 }
1894 1769
1770 return tmp;
1771}
1895 1772
1896/* find_key 1773/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1774 * 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 1775 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1776 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1778 * pl is the player,
1902 * inv is the objects inventory to searched 1779 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1780 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1781 * This function can be called recursively to search containers.
1905 */ 1782 */
1906 1783object *
1907object * find_key(object *pl, object *container, object *door) 1784find_key (object *pl, object *container, object *door)
1908{ 1785{
1909 object *tmp,*key; 1786 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 } 1787 {
1923 /* No key found - lets search inventories now */ 1788 // 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. 1789 // 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 1790 // of searching through containers ourselves.
1926 * a key, return 1791
1927 */ 1792 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 } 1793 }
1934 } 1794 else
1935 if (!tmp) return NULL; 1795 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} 1796}
1969 1797
1970/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1973 * 0 otherwise 1801 * 0 otherwise
1974 */ 1802 */
1803static int
1975static int player_attack_door(object *op, object *door) 1804player_attack_door (object *op, object *door)
1976{ 1805{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1806 /* 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 - 1807 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1808 * otherwise, we fall through to the rest of the code.
1981 */ 1809 */
1982 object *key=find_key(op, op, door); 1810 object *key = find_key (op, op, door);
1983 1811
1984 /* IF we found a key, do some extra work */ 1812 /* If we found a key, do some extra work */
1985 if (key) { 1813 if (key)
1814 {
1986 object *container=key->env; 1815 object *container = key->env;
1987 1816
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1817 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1818 make_visible (op);
1819
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1821 spring_trap (door->inv, op);
1822
1991 if (door->type == DOOR) { 1823 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1825 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1826 {
1996 "You open the door with the %s", query_short_name(key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1829 }
1830
1999 /* Do this after we print the message */ 1831 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1833
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
1835 }
2005 } else if (door->type==LOCKED_DOOR) { 1836 else if (door->type == LOCKED_DOOR)
1837 {
2006 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1840 return 1;
2009 } 1841 }
1842
2010 return 0; 1843 return 0;
2011} 1844}
2012 1845
2013/* This function is just part of a breakup from move_player. 1846/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1847 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1848 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1849 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2018 */ 1851 */
2019 1852bool
2020void move_player_attack(object *op, int dir) 1853move_player_attack (object *op, int dir)
2021{ 1854{
2022 object *tmp, *mon, *tpl; 1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 sint16 nx, ny; 1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
2024 int on_battleground; 1861 int on_battleground;
2025 mapstruct *m;
2026 1862
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1863 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1864 sint16 ny = freearr_y[dir] + op->y;
2031 1865
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1866 on_battleground = op_on_battleground (op, 0, 0);
2033 1867
1868 if (out_of_map (op->map, nx, ny))
1869 return false;
1870
2034 /* If braced, or can't move to the square, and it is not out of the 1871 /* 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 1872 * 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 1873 * 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 1874 * 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 1875 * 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 1876 * 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 1877 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1878 * move_ob uses.
2042 */ 1879 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1880 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 1881
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1882 /* 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. 1883 * 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 1884 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1885 * on the space
2060 */ 1886 */
2061 while (tmp!=NULL) { 1887 object *mon;
2062 if (tmp == op) { 1888 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1889 {
2064 continue; 1890 if ((mon->flag [FLAG_ALIVE]
1891 || mon->type == LOCKED_DOOR
1892 || mon->flag [FLAG_CAN_ROLL])
1893 && mon != op)
1894 break;
2065 } 1895 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1896
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 */ 1897 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1898 return false; /* into a wall */
2077 1899
2078 if(mon->head != NULL)
2079 mon = mon->head; 1900 mon = mon->head_ ();
2080 1901
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1902 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1903 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1904 if (player_attack_door (op, mon))
1905 {
1906 --op->contr->weapon_sp_left;
1907 return true;
1908 }
2083 1909
2084 /* The following deals with possibly attacking peaceful 1910 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1911 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1912 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1913 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1914 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1915 * and thus will not push them.
2090 */ 1916 */
2091 1917
2092 /* If the creature is a pet, push it even if the player is not 1918 /* 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 1919 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1920 * player owns it and it is either friendly or unagressive.
2095 */ 1921 */
2096 if ((op->type==PLAYER) 1922 if (op->type == PLAYER
2097#if COZY_SERVER 1923 && ((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)) 1924 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1925 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1926 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1927 {
2109 /* If we're braced, we don't want to switch places with it */ 1928 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1929 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1930 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1931
1932 if (op->speed_left > 0.f)
1933 {
1934 --op->speed_left;
1935
1936 op->play_sound (sound_find ("push_player"));
1937 push_ob (mon, dir, op);
1938
1939 if (action_makes_visible (op))
1940 make_visible (op);
1941
1942 return true;
1943 }
1944 else
1945 return false;
1946 }
1947
2117 /* in certain circumstances, you shouldn't attack friendly 1948 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1949 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1950 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1951 * attack them either.
2121 */ 1952 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1953 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1954 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1955 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1956 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1957 && !on_battleground))
1958 {
1959 if (op->speed_left > 0.f)
1960 {
1961 --op->speed_left;
1962
1963 if (!op->contr->braced)
2131 )) { 1964 {
2132 if (!op->contr->braced) { 1965 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1966 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1967 }
2135 } else { 1968 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1969 op->statusmsg ("You withhold your attack");
1970
1971 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1972 make_visible (op);
1973
1974 return true;
1975 }
2137 } 1976 }
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 1977 /* 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. 1978 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1979 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1980 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
2145 recursive_roll(mon,dir,op); 1986 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1987 if (action_makes_visible (op))
2147 } 1988 make_visible (op);
2148 1989
1990 return true;
1991 }
1992 }
2149 /* Any generic living creature. Including things like doors. 1993 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1994 * 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: 1995 * 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 1996 * 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. 1997 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1998 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1999 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2000 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2001 {
2002 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2003 {
2004 --op->contr->weapon_sp_left;
2159 2005
2160 /* If the player hasn't hit something this tick, and does 2006 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 2007
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2008 if (action_makes_visible (op))
2009 make_visible (op);
2010
2011 return true;
2012 }
2169 } 2013 }
2170 2014
2171 skill_attack(mon, op, 0, NULL, NULL); 2015 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} 2016}
2189 2017
2018bool
2190int move_player(object *op,int dir) { 2019move_player (object *op, int dir)
2191 int pick; 2020{
2192 object *transport = op->contr->transport; 2021 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; 2022 return 0;
2023
2024 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9))
2026 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0;
2029 }
2030
2031 /* peterm: added following line */
2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2033 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2034
2035 op->facing = dir;
2036
2037 if (op->flag [FLAG_HIDDEN])
2038 do_hidden_move (op);
2039
2040 bool retval;
2041 int pick = 0;
2042
2043 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2044 retval = RESULT_INT (0);
2045 else if (op->contr->fire_on)
2046 retval = fire (op, dir);
2047 else
2048 {
2049 retval = move_player_attack (op, dir);
2050 pick = check_pick (op);
2051 }
2052
2053 /* Add special check for newcs players and fire on - this way, the
2054 * server can handle repeat firing.
2055 */
2056 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2057 op->direction = dir;
2058 else
2059 op->direction = 0;
2060
2061 /* Update how the player looks. Use the facing, so direction may
2062 * get reset to zero. This allows for full animation capabilities
2063 * for players.
2064 */
2065 animate_object (op, op->facing);
2066
2067 return retval;
2256} 2068}
2257 2069
2258/* This is similar to handle_player, below, but is only used by the 2070/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2071 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2072 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2073 * the new speed values for commands.
2262 * 2074 *
2263 * Returns true if there are more actions we can do. 2075 * Returns true if there are more actions we can do. Should not do
2076 * many actions in a row, as that would be too unfair to other
2077 * players.
2264 */ 2078 */
2079bool
2265int handle_newcs_player(object *op) 2080handle_newcs_player (object *op)
2266{ 2081{
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)) { 2082 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 } 2083 {
2084 if (op->speed_left > 0.f)
2085 {
2086 --op->speed_left;
2087 flee_player (op);
2291 2088
2292 /* I've been seeing crashes where the golem has been destroyed, but 2089 return true;
2293 * the player object still points to the defunct golem. The code that 2090 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2091 else
2295 * put this in a a workaround to clean up the golem pointer. 2092 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 } 2093 }
2303 2094
2304 /* call this here - we also will call this in do_ericserver, but 2095 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2096 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2097 * called, so we recheck it here.
2307 */ 2098 */
2308 HandleClient(&op->contr->socket, op->contr); 2099 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2100 return true;
2310 2101
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2102 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); 2103 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2104
2321 else return 0; 2105 return false;
2322 } 2106}
2107
2108static int
2109save_life (object *op)
2110{
2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2112 return 0;
2324}
2325 2113
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) 2114 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2116 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2117 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2119
2338 if (op->contr) 2120 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2121 CLEAR_FLAG (op, FLAG_LIFESAVE);
2122
2343 if(op->stats.hp<0) 2123 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2124 op->stats.hp = op->stats.maxhp;
2125
2345 if(op->stats.food<0) 2126 if (op->stats.food < 0)
2346 op->stats.food = 999; 2127 op->stats.food = 999;
2347 fix_player(op); 2128
2129 op->update_stats ();
2348 return 1; 2130 return 1;
2349 } 2131 }
2132
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2133 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2134 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2135 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2136 return 0;
2354} 2137}
2355 2138
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2139/* 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 2140 * 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 2141 * function will descend into containers. op is the object to start the search
2359 * from. 2142 * from.
2360 */ 2143 */
2144static void
2361void remove_unpaid_objects(object *op, object *env) 2145drop_unpaid_items (object *op, object *env)
2362{ 2146{
2363 object *next;
2364
2365 while (op) { 2147 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2148 {
2367 * we remove object 'op' 2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2150
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2151 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2152 op->insert_at (env);
2371 op->x = env->x; 2153 else if (op->inv)
2372 op->y = env->y; 2154 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 2155
2382 2156 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 } 2157 }
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} 2158}
2419 2159
2160void
2161object::drop_unpaid_items ()
2162{
2163 if (!flag [FLAG_REMOVED])
2164 ::drop_unpaid_items (inv, this);
2165}
2420 2166
2421 2167void
2422void do_some_living(object *op) { 2168do_some_living (object *op)
2169{
2423 int last_food=op->stats.food; 2170 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2171 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2172 int over_hp, over_sp, over_grace;
2426 int i; 2173 int i;
2427 int rate_hp = 1200; 2174 int rate_hp = 1200;
2428 int rate_sp = 2500; 2175 int rate_sp = 2500;
2429 int rate_grace = 2000; 2176 int rate_grace = 2000;
2430 const int max_hp = 1; 2177 const int max_hp = 1;
2431 const int max_sp = 1; 2178 const int max_sp = 1;
2432 const int max_grace = 1; 2179 const int max_grace = 1;
2433 2180
2434 if (op->contr->outputs_sync) { 2181 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2182 {
2436 if (op->contr->outputs[i].buf!=NULL && 2183 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2184 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (pticks & 2)
2189 op->invisible--;
2439 } 2190 }
2191 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2192 {
2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2198 }
2440 2199
2441 if(op->contr->state==ST_PLAYING) { 2200 if (op->contr->ns->state == ST_PLAYING)
2442 2201 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2203 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) 2204 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2205 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2206 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2207 {
2208 gen_hp = op->stats.maxhp;
2209 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2210 }
2211
2212 if (op->contr->gen_sp >= 0)
2213 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2214 else
2215 {
2216 gen_sp = op->stats.maxsp;
2217 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2218 }
2219
2220 if (op->contr->gen_grace >= 0)
2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2222 else
2223 {
2224 gen_grace = op->stats.maxgrace;
2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2226 }
2227
2228 /* Regenerate Grace */
2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2231 {
2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 if (max_grace > 1)
2236 {
2237 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2238 if (over_grace > 0)
2239 {
2240 op->stats.sp += over_grace
2241 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2242 op->last_grace = 0;
2243 }
2244 else
2245 {
2246 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2247 }
2248 }
2249 else
2250 {
2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2252 }
2253 /* wearing stuff doesn't detract from grace generation. */
2254 }
2255
2256 if (op->stats.food > 0)
2257 {
2258 /* Regenerate Spell Points */
2259 if (!op->contr->golem && --op->last_sp < 0)
2260 {
2261 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2262
2263 if (op->stats.sp < op->stats.maxsp)
2264 {
2265 op->stats.sp++;
2266
2267 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ))
2269 {
2270 op->stats.food--;
2271
2272 if (op->contr->digestion < 0)
2273 op->stats.food += op->contr->digestion;
2274 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2275 op->stats.food = last_food;
2276 }
2277 }
2278
2279 if (max_sp > 1)
2280 {
2281 over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0)
2283 {
2284 if (op->stats.sp < op->stats.maxsp)
2285 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2287
2288 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2289 op->stats.sp--;
2290
2291 if (op->stats.sp > op->stats.maxsp)
2292 op->stats.sp = op->stats.maxsp;
2293 }
2294
2295 op->last_sp = 0;
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2299 }
2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303
2304 /* Regenerate Hit Points */
2305 if (--op->last_heal < 0)
2306 {
2307 if (op->stats.hp < op->stats.maxhp)
2308 {
2309 op->stats.hp++;
2310
2311 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ))
2313 {
2314 op->stats.food--;
2315
2316 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food;
2320 }
2321 }
2322
2323 if (max_hp > 1)
2324 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2326
2327 if (over_hp > 0)
2328 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0;
2331 }
2332 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2334 }
2335 else
2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2337 }
2338 }
2339
2340 /* Digestion */
2341 if (--op->last_eat < 0)
2342 {
2343 int bonus = max (0, op->contr->digestion),
2344 penalty = max (0, -op->contr->digestion);
2345
2346 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2347
2561 /* dms do not consume food */ 2348 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2349 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2350 op->stats.food--;
2564 } 2351 }
2565 2352
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2353 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2354 {
2355 object *flesh = 0;
2568 2356
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2357 for_inv_removable (op, tmp)
2358 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2359 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2360 continue;
2361
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2362 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."); 2363 {
2573 manual_apply(op,tmp,0); 2364 op->statusmsg ("You blindly grab for a bite of food. "
2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2366 manual_apply (op, tmp, 0);
2367
2574 if(op->stats.food>=0||op->stats.hp<0) 2368 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2369 break;
2576 } 2370 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2371 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2372 flesh = tmp;
2579 } /* end of for loop */ 2373 }
2374
2580 /* If player is still starving, it means they don't have any food, so 2375 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2376 * eat flesh instead.
2582 */ 2377 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2378 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."); 2379 {
2380 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>");
2585 manual_apply(op,flesh,0); 2382 manual_apply (op, flesh, 0);
2586 } 2383 }
2587 } /* end if player is starving */
2588 2384
2589 while(op->stats.food<0&&op->stats.hp>0) 2385 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2386 if (op->stats.food < 0)
2591 2387 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2388 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2389 }
2390
2391 if (op->stats.food < 0)
2392 {
2393 op->stats.hp += op->stats.food;
2394 op->stats.food = 0;
2395
2396 if (op->stats.hp < 0)
2397 {
2398 op->contr->killer = archetype::get ("killer_starvation");
2399 op->contr->killer->destroy ();
2400 }
2401 }
2402
2403 /* killer should be set here already */
2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2405 kill_player (op);
2406 }
2407}
2597 2408
2598/* If the player should die (lack of hp, food, etc), we call this. 2409/* 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 2410 * 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 2411 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2412 * file.
2602 */ 2413 */
2414void
2603void kill_player(object *op) 2415kill_player (object *op)
2604{ 2416{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2417 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2418 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; 2419 int will_kill_again;
2614 archetype *at; 2420 archetype *at;
2615 object *tmp; 2421 object *tmp;
2616 2422
2617 if(save_life(op)) 2423 if (save_life (op))
2618 return; 2424 return;
2619 2425
2426 dynbuf_text deathtab;
2620 2427
2428 /* restore player */
2429 at = archetype::find (shstr_poisoning);
2430 if (object *tmp = present_arch_in_ob (at, op))
2431 {
2432 tmp->destroy ();
2433 deathtab << "Your body feels cleansed...\r";
2434 }
2435
2436 at = archetype::find (shstr_confusion);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your mind feels clearer...\r";
2441 }
2442
2443 cure_disease (op, 0, 0); /* remove any disease */
2444
2445 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0)
2450 op->stats.food = 999;
2451
2452 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; )
2455 {
2456 object *next = item->below;
2457
2458 if (item->type == SPELL_EFFECT && item->active)
2459 item->destroy ();
2460
2461 item = next;
2462 }
2463
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2464 /* 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. 2465 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2466 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2467 */
2625 if (op_on_battleground(op, &x, &y)) { 2468 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2469 {
2627 "You have been defeated in combat!"); 2470 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 2471
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 */ 2472 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2654 if (tmp != NULL) 2474 {
2475 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title,
2480 (int)op->level,
2481 op->contr->killer_name ()
2482 );
2483 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp);
2655 { 2486 }
2656 sprintf(buf,"%s's finger",op->name); 2487
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*/ 2488 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2489 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2490 op->contr->braced = 0;
2672 return;
2673 }
2674 2491
2492 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2493 return;
2494 }
2495
2496 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2497 deathtab << "T<YOU HAVE DIED>\n\n";
2498
2675 INVOKE_PLAYER (DEATH, op->contr); 2499 INVOKE_PLAYER (DEATH, op->contr);
2676 2500
2677 command_kill_pets (op, 0); 2501 command_kill_pets (op, 0);
2678 2502
2679 if(op->stats.food<0) { 2503 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 2504
2700 /* save the map location for corpse, gravestone*/ 2505 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2506 x = op->x;
2507 y = op->y;
2508 map = op->map;
2702 2509
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2510 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2511 * 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. 2512 * See the config.h file for a little more in depth detail about this.
2708 */ 2513 */
2709 2514
2710 /* Basically two ways to go - remove a stat permanently, or just 2515 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2516 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2517 * of death.
2713 */ 2518 */
2714#ifndef COZY_SERVER 2519#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2520 if (settings.balanced_stat_loss)
2521 {
2716 /* If stat loss is permanent, lose one stat only. */ 2522 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2523 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2524 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2525 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2526 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2527 little bit harder. */
2722 /* GD */ 2528 /* GD */
2723 if (settings.stat_loss_on_death) 2529 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2530 num_stats_lose = 1;
2725 else 2531 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2532 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2533 }
2534 else
2728 num_stats_lose = 1; 2535 num_stats_lose = 1;
2729 } 2536
2730 lost_a_stat = 0; 2537 lost_a_stat = 0;
2731 2538
2732 for (z=0; z<num_stats_lose; z++) { 2539 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2540 {
2541 i = rndm (NUM_STATS);
2734 2542
2735 if (settings.stat_loss_on_death) { 2543 if (settings.stat_loss_on_death)
2544 {
2736 /* Pick a random stat and take a point off it. Tell the player 2545 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2546 * what he lost.
2738 */ 2547 */
2739 change_attr_value(&(op->stats), i,-1); 2548 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2549 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2550 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2551 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2552 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2553 lost_a_stat = 1;
2745 } else { 2554 }
2555 else
2556 {
2746 /* deplete a stat */ 2557 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2558 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2559 object *dep;
2560
2561 dep = present_arch_in_ob (deparch, op);
2562 if (!dep)
2749 2563 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2564 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2565 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 2566 }
2783 if (lose_this_stat) { 2567 lose_this_stat = 1;
2568 if (settings.balanced_stat_loss)
2569 {
2570 /* GD */
2571 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2572 this_stat = get_attr_value (&(dep->stats), i);
2573 if (this_stat < 0)
2574 {
2575 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2576 int keep_chance = this_stat * this_stat;
2577
2578 /* Yes, I am paranoid. Sue me. */
2579 if (keep_chance < 1)
2580 keep_chance = 1;
2581
2582 /* There is a maximum depletion total per level. */
2583 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2584 {
2585 lose_this_stat = 0;
2586 /* Take loss chance vs keep chance to see if we
2587 retain the stat. */
2588 }
2589 else
2590 {
2591 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2592 lose_this_stat = 0;
2593 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2594 this_stat, keep_chance, loss_chance,
2595 lose_this_stat?"LOSE":"KEEP"); */
2596 }
2597 }
2598 }
2599
2600 if (lose_this_stat)
2601 {
2602 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2603 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2604 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2605 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2606 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2607 * difference.
2790 */ 2608 */
2791 if (this_stat>=-50) { 2609 if (this_stat >= -50)
2610 {
2792 change_attr_value(&(dep->stats), i, -1); 2611 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2612 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2613 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2614 op->update_stats ();
2796 lost_a_stat = 1; 2615 lost_a_stat = 1;
2797 } 2616 }
2798 } 2617 }
2618 }
2799 } 2619 }
2800 } 2620
2801 /* If no stat lost, tell the player. */ 2621 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2622 if (!lost_a_stat)
2803 { 2623 {
2804 /* determine_god() seems to not work sometimes... why is this? 2624 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2625 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2626 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2627
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2628 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2629 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2630 else
2811 else 2631 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 } 2632 }
2633#else
2634 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2635#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 2636
2819 /* Put a gravestone up where the character 'almost' died. List the 2637 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2638 * exp loss on the stone.
2821 */ 2639 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2640 tmp = arch_to_object (archetype::find (shstr_gravestone));
2823 sprintf(buf,"%s's gravestone",op->name); 2641 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2642 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2643 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); 2644 &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; 2645 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2646 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2647
2836 /**************************************/ 2648 /**************************************/
2837 /* */ 2649 /* */
2838 /* Subtract the experience points, */ 2650 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2651 /* */
2842 /**************************************/ 2652 /**************************************/
2843 2653
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)); */ 2654 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2655 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 2656
2870 /* 2657 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2658 * 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 2659 * and put them back in the map.
2873 * in the map. 2660 */
2874 */ 2661 op->drop_unpaid_items ();
2875 2662
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 /****************************************/ 2663 /****************************************/
2885 /* */ 2664 /* */
2886 /* Move player to his current respawn- */ 2665 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2666 /* position (usually last savebed) */
2888 /* */ 2667 /* */
2889 /****************************************/ 2668 /****************************************/
2890 2669
2891 enter_player_savebed(op); 2670 enter_player_savebed (op);
2892 2671
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2672 op->contr->braced = 0;
2897 save_player(op,1);
2898 2673
2899 /* it is possible that the player has blown something up 2674 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2675 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2676 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2677 * on the space that might harm the player.
2903 */ 2678 */
2904 will_kill_again=0; 2679 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2680 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2681 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2682 will_kill_again |= tmp->attacktype;
2908 } 2683
2909 if (will_kill_again) { 2684 if (will_kill_again)
2685 {
2910 object *force; 2686 object *force;
2911 int at; 2687 int at;
2912 2688
2913 force=get_archetype(FORCE_NAME); 2689 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2690 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2691 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2692 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2693 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2694 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2695 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2696 force->resist[at] = 100;
2921 } 2697
2922 insert_ob_in_ob(force, op); 2698 insert_ob_in_ob (force, op);
2923 fix_player(op); 2699 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 } 2700 }
2982 }
2983 play_again(op);
2984 2701
2985 /* peterm: added to create a corpse at deathsite. */ 2702 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} 2703}
2999 2704
3000 2705static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2706loot_object (object *op)
2707{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2708 object *tmp, *tmp2, *next;
3003 2709
3004 if (op->container) { /* close open sack first */ 2710 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2711
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2712 for (tmp = op->inv; tmp; tmp = next)
2713 {
3009 next=tmp->below; 2714 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2715
3011 remove_ob(tmp); 2716 if (tmp->invisible)
2717 continue;
2718
2719 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2720 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2721
3014 loot_object(tmp); 2722 if (tmp->type == CONTAINER)
3015 } 2723 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2724
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2726 {
3018 if(tmp->nrof>1) { 2727 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2728 {
3020 free_object(tmp2); 2729 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2730 insert_ob_in_map (tmp, op->map, NULL, 0);
2731 }
2732 else
2733 tmp->destroy ();
2734 }
3022 } else 2735 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2736 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2737 }
3027} 2738}
3028 2739
3029/* 2740/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2741 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2742 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2743 * was changed.
3033 */ 2744 */
3034 2745void
3035void fix_weight(void) { 2746fix_weight (void)
3036 player *pl; 2747{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2748 for_all_players (pl)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2749 {
3039 if(old == sum) 2750 sint32 old = pl->ob->carrying;
3040 continue; 2751
3041 fix_player(pl->ob); 2752 pl->ob->update_weight ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2753
3043 pl->ob->name, old, sum); 2754 if (old != pl->ob->carrying)
2755 {
2756 pl->ob->update_stats ();
2757 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2758 }
3044 } 2759 }
3045} 2760}
3046 2761
2762void
3047void fix_luck(void) { 2763fix_luck (void)
3048 player *pl; 2764{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2765 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2766 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2767 pl->ob->change_luck (0);
3052} 2768}
3053
3054 2769
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2770/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2771 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2772 * just treat this as any other spell casting object.
3058 */ 2773 */
3059
3060void 2774void
3061cast_dust (object * op, object * throw_ob, int dir) 2775cast_dust (object *op, object *throw_ob, int dir)
3062{ 2776{
3063 object *skop, *spob; 2777 object *skop, *spob;
3064 2778
3065 skop = find_skill_by_name (op, throw_ob->skill); 2779 skop = find_skill_by_name (op, throw_ob->skill);
3066 2780
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2781 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2782 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2783 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2784 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2785 return;
3073 } 2786 }
3074 2787
3075 spob = throw_ob->inv; 2788 spob = throw_ob->inv;
3076 2789
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2790 // 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 2791 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2792 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2793 if (!spob)
3081 { 2794 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2795 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; 2796 return;
3085 } 2797 }
3086 2798
3087 if (op->type == PLAYER) 2799 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2800 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2801
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2802 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2803
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2804 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2805}
3096 2806
2807void
3097void make_visible (object *op) { 2808make_visible (object *op)
3098 op->hide = 0; 2809{
2810 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2811 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 2812
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) 2813 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2814 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2815 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2816 op->contr->invis_race = 0;
2817 }
2818
2819 update_object (op, UP_OBJ_CHANGE);
2820}
2821
2822int
2823is_true_undead (object *op)
2824{
2825 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2826 return 1;
2827
3116 return 0; 2828 return 0;
3117} 2829}
3118 2830
3119/* look at the surrounding terrain to determine 2831/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2832 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2833 * indicate greater hideability.
3122 */ 2834 */
3123 2835int
3124int hideability(object *ob) { 2836hideability (object *ob)
2837{
3125 int i,level=0, mflag; 2838 int i, level = 0, mflag;
3126 sint16 x,y; 2839 sint16 x, y;
3127 2840
3128 if(!ob||!ob->map) return 0; 2841 if (!ob || !ob->map)
2842 return 0;
3129 2843
3130 /* so, on normal lighted maps, its hard to hide */ 2844 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2845 level = ob->map->darklevel () - 2;
3132 2846
3133 /* this also picks up whether the object is glowing. 2847 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2848 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2849 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2850 if (ob->has_carried_lights ())
2851 level = -(10 + (2 * ob->map->darklevel ()));
3137 2852
3138 /* scan through all nearby squares for terrain to hide in */ 2853 /* 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]) { 2854 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2857 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2859 if (mflag & P_OUT_OF_MAP)
2860 continue;
2861
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2862 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2863 level += 2;
3144 else /* open terrain! */ 2864 else /* open terrain! */
3145 level -= 1; 2865 level -= 1;
3146 } 2866 }
3147 2867
3148#if 0 2868#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2869 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2870#endif
3151 return level; 2871 return level;
3152} 2872}
3153 2873
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2874/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2875 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2876 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2877 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2878 */
3159 2879void
3160void do_hidden_move (object *op) { 2880do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2881{
3162 object *skop; 2882 int hide = 0;
3163 2883
3164 if(!op || !op->map) return; 2884 if (!op || !op->map)
2885 return;
3165 2886
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2887 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2888 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2889
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2890 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2891 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2892 if (!skop || num >= skop->level)
2893 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2894 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2895 make_visible (op);
3173 return; 2896 return;
3174 } else num += 20;
3175 } 2897 }
2898 else
2899 num += 20;
2900
3176 num += op->map->difficulty; 2901 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2902 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2903 num -= hide;
2904
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2905 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2906 {
3180 make_visible(op); 2907 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2908
3182 "You moved out of hiding! You are visible!"); 2909 if (op->type == PLAYER)
2910 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2911 }
3184 else if (op->type == PLAYER && skop) { 2912 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2913 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2914}
3188 2915
3189/* determine if who is standing near a hostile creature. */ 2916/* determine if who is standing near a hostile creature. */
3190 2917
2918int
3191int stand_near_hostile( object *who ) { 2919stand_near_hostile (object *who)
2920{
3192 object *tmp=NULL; 2921 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2922 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2923 maptile *m;
3195 sint16 x,y; 2924 sint16 x, y;
3196 2925
3197 if(!who) return 0; 2926 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; 2927 return 0;
2928
2929 if (who->type == PLAYER)
2930 player = 1;
2931
2932 else
2933 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2934
2935 /* search adjacent squares */
2936 for (i = 1; i < 9; i++)
2937 {
2938 x = who->x + freearr_x[i];
2939 y = who->y + freearr_y[i];
2940 m = who->map;
2941 mflags = get_map_flags (m, &m, x, y, &x, &y);
2942 /* space must be blocked if there is a monster. If not
2943 * blocked, don't need to check this space.
2944 */
2945 if (mflags & P_OUT_OF_MAP)
2946 continue;
2947 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2948 continue;
2949
2950 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2951 {
2952 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2953 return 1;
2954 else if (tmp->type == PLAYER)
2955 {
2956 /*don't let a hidden DM prevent you from hiding */
2957 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2958 return 1;
2959 }
2960 }
2961 }
2962 return 0;
3227} 2963}
3228 2964
3229/* check the player los field for viewability of the 2965/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2966 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2967 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2968 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2969 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2970 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2971 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2972 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2973 * 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. 2974 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2975 * -b.t.
3240 * This function is now map tiling safe. 2976 * This function is now map tiling safe.
3241 */ 2977 */
3242 2978int
3243int player_can_view (object *pl,object *op) { 2979player_can_view (object *pl, object *op)
2980{
3244 rv_vector rv; 2981 rv_vector rv;
3245 int dx,dy; 2982 int dx, dy;
3246 2983
3247 if(pl->type!=PLAYER) { 2984 if (pl->type != PLAYER)
2985 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 2986 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; 2987 return -1;
3274 op = op->more;
3275 } 2988 }
2989
2990 if (!pl || !op)
3276 return 0; 2991 return 0;
3277}
3278 2992
3279/* routine for both players and monsters. We call this when 2993 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 2994
3281 * place or invisiblity spell. Artefact invisiblity is not 2995 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 2996
3283 * return 0. 2997 /* starting with the 'head' part, lets loop
2998 * through the object and find if it has any
2999 * part that is in the los array but isn't on
3000 * a blocked los square.
3001 * we use the archetype to figure out offsets.
3284 */ 3002 */
3285int action_makes_visible (object *op) { 3003 while (op)
3004 {
3005 dx = rv.distance_x + op->arch->x;
3006 dy = rv.distance_y + op->arch->y;
3286 3007
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3008 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; 3009 return 1;
3297 } 3010
3011 op = op->more;
3298 } 3012 }
3013
3299 return 0; 3014 return 0;
3300} 3015}
3301 3016
3302/* op_on_battleground - checks if the given object op (usually 3017/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3018 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3019 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3020 * -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 3021 * 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 3022 * 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 3023 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3024 */
3025int
3310int op_on_battleground (object *op, int *x, int *y) { 3026op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3027{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3028 /* 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), 3029 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3030 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3031 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3032 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3033 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3034 for (object *tmp = op->below; tmp; tmp = tmp->below)
3035 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3037 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3039 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3040 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3043 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3045 {
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3047 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3330 if (x != NULL && y != NULL) 3049 {
3050 if (x && y)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052
3053 return 1;
3054 }
3055 }
3056 }
3057
3058 if (x && y)
3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3332 return 1; 3061 return 1;
3333 } 3062 }
3334 } 3063 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3064 }
3340 } 3065
3341 }
3342 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3343 return 0; 3067 return 0;
3344} 3068}
3345 3069
3346/* 3070/*
3350 * attributes: 3074 * attributes:
3351 * object *who the dragon player 3075 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3076 * int atnr the attack-number of the ability focus
3353 * int level ability level 3077 * int level ability level
3354 */ 3078 */
3079void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3080dragon_ability_gain (object *who, int atnr, int level)
3081{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3082 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3083 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3084 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3085 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3087 int i = 0, j = 0;
3362 3088
3363 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3098
3373 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3374 return; 3100 return;
3375 3101
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3103
3378 3104 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3105 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3106 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3107 return;
3382 } 3108 }
3383 3109
3384 /* everything seems okay - now bring on the gift: */ 3110 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3111 item = tr->item;
3386 3112
3387 if (item->type == SPELL) { 3113 if (item->type == SPELL)
3114 {
3388 if (check_spell_known (who, item->name)) 3115 if (check_spell_known (who, item->name))
3389 return; 3116 return;
3390 3117
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3118 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); 3119 do_learn_spell (who, item, 0);
3393 return; 3120 return;
3394 } 3121 }
3395 3122
3396 /* grant direct spell */ 3123 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3124 if (item->type == SPELLBOOK)
3125 {
3398 if (!item->inv) { 3126 if (!item->inv)
3127 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3128 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3129 return;
3402 } 3130 }
3403 if (check_spell_known (who, item->inv->name)) 3131 if (check_spell_known (who, item->inv->name))
3404 return; 3132 return;
3405 if (item->invisible) { 3133 if (item->invisible)
3134 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3135 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); 3136 do_learn_spell (who, item->inv, 0);
3408 return; 3137 return;
3409 } 3138 }
3410 } 3139 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3140 else if (item->type == SKILL_TOOL && item->invisible)
3141 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3142 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3143 {
3413 3144
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3145 /* 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 3146 * 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, 3147 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3148 * but not all of them, he gets nothing.
3418 */ 3149 */
3419 if (!(skop->attacktype & item->attacktype)) { 3150 if (!(skop->attacktype & item->attacktype))
3151 {
3420 /* Give new attacktype */ 3152 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3153 skop->attacktype |= item->attacktype;
3422 3154
3423 /* always add physical if there's none */ 3155 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3156 skop->attacktype |= AT_PHYSICAL;
3425 3157
3426 if (item->msg != NULL) 3158 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3159 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3160
3429 /* Give player new face */ 3161 /* Give player new face */
3430 if (item->animation_id) { 3162 if (item->animation_id)
3163 {
3431 who->face = skop->face; 3164 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3165 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3166 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3167 who->last_anim = 0;
3435 who->state = 0; 3168 who->state = 0;
3436 animate_object(who, who->direction); 3169 animate_object (who, who->direction);
3437 } 3170 }
3171 }
3172 }
3438 } 3173 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3174 else if (item->type == FORCE)
3175 {
3442 /* forces in the treasurelist can alter the player's stats */ 3176 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3177 object *skin;
3178
3444 /* first get the dragon skin force */ 3179 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3180 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3446 skin=skin->below); 3181 ;
3447 if (skin == NULL) return; 3182
3448 3183 if (!skin)
3184 return;
3185
3449 /* adding new spellpath attunements */ 3186 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3187 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3188 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3189 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3190
3453 /* print message */ 3191 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3192 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3193 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3194 {
3457 if (j) 3195 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3196 {
3459 else 3197 if (j)
3460 j = 1; 3198 strcat (buf, " and ");
3199 else
3200 j = 1;
3461 strcat(buf, spellpathnames[i]); 3201 strcat (buf, spellpathnames[i]);
3462 } 3202 }
3463 } 3203 }
3464 strcat(buf,"."); 3204 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3205 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3206 }
3467 3207
3468 /* evtl. adding flags: */ 3208 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3209 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3210 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3211 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3212 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3213 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3214 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3215
3476 /* print message if there is one */ 3216 /* print message if there is one */
3477 if (item->msg != NULL) 3217 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 }
3220 else
3479 } 3221 {
3480 else {
3481 /* generate misc. treasure */ 3222 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3223 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3224 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); 3225 who->insert (tmp);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 } 3226 }
3488} 3227}
3489 3228
3490/** 3229/**
3491 * Unready an object for a player. This function does nothing if the object was 3230 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3231 * not readied.
3493 */ 3232 */
3233void
3494void player_unready_range_ob(player *pl, object *ob) { 3234player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3496 3238
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3239 if (pl->combat_ob == ob)
3498 if (pl->ranges[i] == ob) { 3240 pl->combat_ob = 0;
3499 pl->ranges[i] = NULL; 3241
3500 if (pl->shoottype == i) { 3242 if (pl->ranged_ob == ob)
3501 pl->shoottype = range_none; 3243 pl->ranged_ob = 0;
3502 }
3503 }
3504 }
3505} 3244}
3245
3246//-GPL
3247
3248sint8
3249player::darkness_at (maptile *map, int x, int y) const
3250{
3251 if (!ns)
3252 return LOS_BLOCKED;
3253
3254 int dx, dy;
3255 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3256 return LOS_BLOCKED;
3257
3258 x += dx - ns->current_x;
3259 y += dy - ns->current_y;
3260
3261 return blocked_los (x, y);
3262}
3263
3264void
3265player::infobox (const char *title, const char *msg, int color)
3266{
3267 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3268}
3269
3270void
3271player::statusmsg (const char *msg, int color)
3272{
3273 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3274}
3275
3276void
3277player::failmsg (const char *msg, int color)
3278{
3279 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color);
3281}
3282

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