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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.234 by root, Thu Oct 15 21:40:42 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 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
47player *find_player(const char *plname) 36playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 37
58player* find_player_partial_name( const char* plname ) 38/* This loads the first map an puts the player on it. */
59 { 39static void
60 player* pl; 40set_first_map (object *op)
61 player* found = NULL; 41{
62 size_t namelen = strlen( plname ); 42 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 43 op->x = -1;
64 { 44 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 45}
104 46
105void send_rules(const object *op) { 47void
106 char buf[MAX_BUF]; 48player::activate ()
107 char rules[HUGE_BUF]; 49{
108 FILE *fp; 50 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 51 return;
52
53 players.insert (this);
54 ob->remove ();
55 ob->map = 0;
56 ob->activate_recursive ();
57 CLEAR_FLAG (ob, FLAG_FRIENDLY);
58 add_friendly_object (ob);
59}
60
61void
62player::deactivate ()
63{
64 if (!active)
65 return;
66
67 terminate_all_pets (ob);
68 remove_friendly_object (ob);
69 ob->deactivate_recursive ();
70
71 if (ob->map)
72 maplevel = ob->map->path;
73
74 ob->remove ();
75 ob->enemy = 0; // sometimes keeps an extra refcount on itself
76 ob->map = 0;
77 party = 0;
78
79 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
80
81 players.erase (this);
82}
83
84// connect the player with a specific client
85// also changes, rationalises, and fixes some incorrect settings
86void
87player::connect (client *ns)
88{
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 observe = ob;
167
168 deactivate ();
169}
170
171// the need for this function can be explained
172// by load_object not returning the object
173void
174player::set_object (object *op)
175{
176 ob = observe = op;
177 ob->contr = this; /* this aren't yet in archetype */
178
179 ob->speed = 1.0f;
180 ob->speed_left = 0.5f;
181
182 ob->direction = 5; /* So player faces south */
183
184 ob->flag [FLAG_READY_WEAPON] = false;
185 ob->flag [FLAG_READY_SKILL] = false;
186 ob->flag [FLAG_READY_BOW] = false;
187
188 for (object *op = ob->inv; op; op = op->below)
189 if (op->flag [FLAG_APPLIED])
190 switch (op->type)
122 { 191 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 192 case SKILL:
124 break; 193 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; 194 break;
167 } 195
168 strncat(news+size,buf,HUGE_BUF-size); 196 case WAND:
169 size+=strlen(buf); 197 case ROD:
198 case HORN:
199 case BOW:
200 ranged_ob = op;
201 break;
202
203 case WEAPON:
204 combat_ob = op;
205 break;
170 } 206 }
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}
180 207
181int playername_ok(const char *cp) { 208 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 209 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} 210}
190 211
191/* This no longer sets the player map. Also, it now updates 212void
192 * all the pointers so the caller doesn't need to do that. 213player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 214{
194 */ 215 observe = op ? op : ob;
216 do_los = 1;
217}
195 218
196/* Redo this to do both get_player_ob and get_player. 219player::player ()
197 * Hopefully this will be less bugfree and simpler. 220{
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value - 221 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 222 * we deal with that below this point.
236 */ 223 */
237 p->party=NULL; 224 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 225 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 226 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 227
243#ifdef AUTOSAVE 228 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 229
245#endif 230 gen_sp_armour = 10;
231 bowtype = bow_normal;
232 petmode = pet_normal;
233 usekeys = containers;
234 peaceful = 1; /* default peaceful */
235 do_los = 1;
236
237 weapon_sp = 1.0f;
238 weapon_sp_left = 0.5f;
239}
240
241void
242player::do_destroy ()
243{
244 disconnect ();
245
246 attachable::do_destroy ();
247
248 if (ob)
246 249 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 250 ob->destroy_inv (false);
251 ob->destroy ();
248 252 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 253
258 roll_stats(op); 254 ob = observe = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 255}
300 256
301 257player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 258{
305 strcpy(op->contr->maplevel, first_map_path); 259 /* Clear item stack */
306 op->x = -1; 260 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 261}
310 262
311/* Tries to add player on the connection passwd in ns. 263/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 264 * All we can really get in this is some settings like host and display
313 * mode. 265 * mode.
314 */ 266 */
267player *
268player::create ()
269{
270 player *pl = new player;
315 271
316int add_player(NewSocket *ns) { 272 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 273
319 p=get_player(NULL); 274 pl->ob->roll_stats ();
320 p->socket = *ns; 275 pl->ob->stats.wc = 2;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent)); 276 pl->ob->run_away = 25; /* Then we panick... */
322 if(p->socket.faces_sent == NULL) 277
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 278 set_first_map (pl->ob);
331 279
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 280 return pl;
339} 281}
340 282
341/* 283/*
342 * get_player_archetype() return next player archetype from archetype 284 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 285 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 286 * Note: there MUST be at least one player archetype!
345 */ 287 */
288archetype *
346archetype *get_player_archetype(archetype* at) 289get_player_archetype (archetype *at)
347{ 290{
348 archetype *start = at; 291 // archetypes could have been reloaded
349 for (;;) { 292 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 293
351 at=first_archetype; 294 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 295 return at;
356 if (at == start) { 296
357 LOG (llevError, "No Player archetypes\n"); 297 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 298
359 } 299 for (;;)
360 } 300 {
361} 301 if (++i == archetypes.end ())
302 i = archetypes.begin ();
303 else if (*i == at)
304 cleanup ("not a single player archetype found");
362 305
306 if ((*i)->type == PLAYER)
307 return *i;
308 }
309}
363 310
311object *
364object *get_nearest_player(object *mon) { 312get_nearest_player (object *mon)
313{
365 object *op = NULL; 314 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 315 objectlink *ol;
368 unsigned lastdist; 316 unsigned lastdist;
369 rv_vector rv; 317 rv_vector rv;
370 318
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 319 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 320 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 321 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 322 continue;
398 323
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 324 if (lastdist > rv.distance)
408 op=pl->ob; 325 {
326 op = ol->ob;
409 lastdist=rv.distance; 327 lastdist = rv.distance;
328 }
410 } 329 }
411 } 330
412 } 331 for_all_players (pl)
332 if (can_detect_enemy (mon, pl->ob, &rv))
333 if (lastdist > rv.distance)
334 {
335 op = pl->ob;
336 lastdist = rv.distance;
337 }
338
413#if 0 339#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 340 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 341#endif
416 return op; 342 return op;
417} 343}
418 344
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 345/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 346 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 347 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 361 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 362 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 363 * is probably not a good thing.
438 */ 364 */
439#define MAX_SPACES 50 365#define MAX_SPACES 50
440
441 366
442/* 367/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 368 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 369 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 370 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 383 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 384 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 385 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 386 * is blocking itself.
462 */ 387 */
388int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 389path_to_player (object *mon, object *pl, unsigned mindiff)
390{
464 rv_vector rv; 391 rv_vector rv;
465 sint16 x,y; 392 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 393 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 394 maptile *m, *lastmap;
468 395
469 get_rangevector(mon, pl, &rv, 0); 396 get_rangevector (mon, pl, &rv, 0);
470 397
471 if (rv.distance<mindiff) return 0; 398 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 399 return 0;
724}
725 400
726void confirm_password(object *op) { 401 x = mon->x;
402 y = mon->y;
403 m = mon->map;
404 dir = rv.direction;
405 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
406 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
727 407
728 op->contr->write_buf[0]='\0'; 408 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 409 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 410 return 0;
731}
732 411
412 while (diff > 1 && max > 0)
413 {
414 lastx = x;
415 lasty = y;
416 lastmap = m;
417 x = lastx + freearr_x[dir];
418 y = lasty + freearr_y[dir];
419
420 mflags = get_map_flags (m, &m, x, y, &x, &y);
421 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
422
423 /* Space is blocked - try changing direction a little */
424 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
425 && (m == mon->map && blocked_link (mon, m, x, y))))
426 {
427 /* recalculate direction from last good location. Possible
428 * we were not traversing ideal location before.
429 */
430 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
431 if (rv.direction != dir)
432 {
433 /* OK - says direction should be different - lets reset the
434 * the values so it will try again.
435 */
436 x = lastx;
437 y = lasty;
438 m = lastmap;
439 dir = firstdir = rv.direction;
440 }
441 else
442 {
443 /* direct path is blocked - try taking a side step to
444 * either the left or right.
445 * Note increase the values in the loop below to be
446 * more than -1/1 respectively will mean the monster takes
447 * bigger detour. Have to be careful about these values getting
448 * too big (3 or maybe 4 or higher) as the monster may just try
449 * stepping back and forth
450 */
451 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
452 {
453 if (i == 0)
454 continue; /* already did this, so skip it */
455 /* Use lastdir here - otherwise,
456 * since the direction that the creature should move in
457 * may change, you could get infinite loops.
458 * ie, player is northwest, but monster can only
459 * move west, so it does that. It goes some distance,
460 * gets blocked, finds that it should move north,
461 * can't do that, but now finds it can move east, and
462 * gets back to its original point. lastdir contains
463 * the last direction the creature has successfully
464 * moved.
465 */
466
467 x = lastx + freearr_x[absdir (lastdir + i)];
468 y = lasty + freearr_y[absdir (lastdir + i)];
469 m = lastmap;
470 mflags = get_map_flags (m, &m, x, y, &x, &y);
471 if (mflags & P_OUT_OF_MAP)
472 continue;
473 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
474 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
475 continue;
476 if (mflags & P_BLOCKSVIEW)
477 continue;
478
479 if (m == mon->map && blocked_link (mon, m, x, y))
480 break;
481 }
482 /* go through entire loop without finding a valid
483 * sidestep to take - thus, no valid path.
484 */
485 if (i == (DETOUR_AMOUNT + 1))
486 return 0;
487 diff--;
488 lastdir = dir;
489 max--;
490 if (!firstdir)
491 firstdir = dir + i;
492 } /* else check alternate directions */
493 } /* if blocked */
494 else
495 {
496 /* we moved towards creature, so diff is less */
497 diff--;
498 max--;
499 lastdir = dir;
500 if (!firstdir)
501 firstdir = dir;
502 }
503
504 if (diff <= 1)
505 {
506 /* Recalculate diff (distance) because we may not have actually
507 * headed toward player for entire distance.
508 */
509 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
510 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
511 }
512
513 if (diff > max)
514 return 0;
515 }
516
517 /* If we reached the max, didn't find a direction in time */
518 if (!max)
519 return 0;
520
521 return firstdir;
522}
523
524void
525give_initial_items (object *pl, treasurelist *items)
526{
527 if (pl->randomitems)
528 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
529
530 for (object *next, *op = pl->inv; op; op = next)
531 {
532 next = op->below;
533
534 /* Forces get applied per default, unless they have the
535 * flag "neutral" set. Sorry but I can't think of a better way
536 */
537 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
538 SET_FLAG (op, FLAG_APPLIED);
539
540 /* we never give weapons/armour if these cannot be used
541 * by this player due to race restrictions
542 */
543 if (pl->type == PLAYER)
544 {
545 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
546 &&
547 (op->type == ARMOUR || op->type == BOOTS
548 || op->type == CLOAK || op->type == HELMET
549 || op->type == SHIELD || op->type == GLOVES
550 || op->type == BRACERS || op->type == GIRDLE))
551 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
552 {
553 op->destroy ();
554 continue;
555 }
556 }
557
558 /* Here we remove duplicated skills (as duplicated spell objects have
559 * _very_ confusing effects for players), which could for instance be
560 * generated by bad treasurelists. - elmex
561 */
562 if (op->type == SKILL)
563 {
564 for (object *tmp = op->below; tmp; tmp = tmp->below)
565 if (tmp->type == op->type && tmp->name == op->name)
566 {
567 op->destroy ();
568 LOG (llevError,
569 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
570 break;
571 }
572
573 if (op->nrof > 1)
574 op->nrof = 1;
575 }
576
577 if (op->type == SPELLBOOK && op->inv)
578 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
579
580 /* Give starting characters identified, uncursed, and undamned
581 * items. Just don't identify gold or silver, or it won't be
582 * merged properly.
583 */
584 if (need_identify (op))
585 {
586 SET_FLAG (op, FLAG_IDENTIFIED);
587 CLEAR_FLAG (op, FLAG_CURSED);
588 CLEAR_FLAG (op, FLAG_DAMNED);
589 }
590
591 if (op->type == SPELL)
592 {
593 op->destroy ();
594 continue;
595 }
596 else if (op->type == SKILL)
597 {
598 SET_FLAG (op, FLAG_CAN_USE_SKILL);
599 op->stats.exp = 0;
600 op->level = 1;
601 }
602 else /* lock all 'normal items by default */
603 SET_FLAG (op, FLAG_INV_LOCKED);
604 } /* for loop of objects in player inv */
605
606 /* Need to set up the skill pointers */
607 pl->contr->link_skills ();
608}
609
610void
733void get_party_password(object *op, partylist *party) { 611get_party_password (object *op, partylist *party)
612{
734 if (party == NULL) { 613 if (party == NULL)
614 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 615 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 616 return;
737 } 617 }
618
738 op->contr->write_buf[0]='\0'; 619 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 620 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 621 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 622 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 623}
743
744 624
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 625/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
626static int
746int roll_stat(void) { 627roll_stat (void)
628{
747 int a[4],i,j,k; 629 int a[4], i, j, k;
748 630
749 for(i=0;i<4;i++) 631 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 632 a[i] = (int) rndm (6) + 1;
751 633
752 for(i=0,j=0,k=7;i<4;i++) 634 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 635 if (a[i] < k)
754 k=a[i],j=i; 636 k = a[i], j = i;
755 637
756 for(i=0,k=0;i<4;i++) { 638 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 639 if (i != j)
758 k+=a[i]; 640 k += a[i];
759 } 641
760 return k; 642 return k;
761} 643}
762 644
763void roll_stats(object *op) { 645void
646object::roll_stats ()
647{
648 int statsort [NUM_STATS];
649
650 for (;;)
651 {
764 int sum=0; 652 int sum = 0;
765 int i = 0, j = 0; 653 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 654 sum += statsort [i] = roll_stat ();
767 655
768 do { 656 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 657 break;
770 op->stats.Dex=roll_stat(); 658 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 659
781 /* Sort the stats so that rerolling is easier... */ 660 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 661 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 662
790 /* a quick and dirty bubblesort? */ 663 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 664 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 665
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 666 stats.exp = 0;
821 op->stats.ac=0; 667 stats.ac = 0;
822 668
669 stats.hp = stats.maxhp;
670 stats.sp = stats.maxsp;
671 stats.grace = stats.maxgrace;
672
673 if (contr)
674 {
823 op->contr->levhp[1] = 9; 675 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 676 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 677 contr->levgrace[1] = 3;
826 678
827 fix_player(op); 679 contr->orig_stats = stats;
680 }
681}
682
683void
684object::swap_stats (int a, int b)
685{
686 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
687
688 for (int i = 0; i < NUM_STATS; ++i)
689 stats.stat (i) = contr->orig_stats.stat (i);
690
691 //TODO: the following code looks so borked and should, at the very least,
692 // be merged with the similar code in roll_stats
693 stats.ac = 0;
694
695 level = 1;
696 stats.exp = 0;
697 stats.ac = 0;
698
828 op->stats.hp = op->stats.maxhp; 699 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 700 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 701 stats.grace = stats.maxgrace;
702
703 if (contr)
704 {
705 contr->levhp[1] = 9;
706 contr->levsp[1] = 6;
707 contr->levgrace[1] = 3;
708
831 op->contr->orig_stats=op->stats; 709 contr->orig_stats = stats;
710 }
832} 711}
833 712
834void Roll_Again(object *op) 713static void
714start_info (object *op)
835{ 715{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 716 char buf[MAX_BUF];
844 717
845 if ( op->contr->Swap_First == -1 ) { 718 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 719 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 720}
953 721
954/* This function takes the key that is passed, and does the 722/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 723 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 724 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 725 * separate race and class; this actually changes the RACE,
958 * not the class. 726 * not the class.
959 */ 727 */
960 728void
961int key_change_class(object *op, char key) 729player::chargen_race_done ()
962{ 730{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 731 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 732 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 733
734 treasurelist *tl = treasurelist::find ("starting_wealth");
735 if (tl)
736 create_treasure (tl, ob, 0, 0, 0);
737
977 INVOKE_PLAYER (BIRTH, op->contr); 738 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 739 INVOKE_PLAYER (LOGIN, ob->contr);
979 740
980 op->contr->state=ST_PLAYING; 741 ob->contr->ns->state = ST_PLAYING;
981 742
982 if (op->msg) { 743 if (ob->msg)
983 free_string(op->msg); 744 ob->msg = 0;
984 op->msg=NULL;
985 }
986 745
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 746 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 747 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 748 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 749 esrv_send_inventory (ob, ob);
1001 fix_player(op); 750 ob->update_stats ();
1002 751
1003 /* This moves the player to a different start map, if there 752 /* This moves the player to a different start map, if there
1004 * is one for this race 753 * is one for this race
1005 */ 754 */
1006 if(*first_map_ext_path) { 755 if (*first_map_ext_path)
1007 object *tmp; 756 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 757 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 758 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 759}
1023 return 0;
1024 }
1025 760
761void
762player::chargen_race_next ()
763{
1026 /* Following actually changes the race - this is the default command 764 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 765 * if we don't match with one of the options above.
1028 */ 766 */
1029 767
1030 tmp_loop = 0; 768 do
1031 while(!tmp_loop) { 769 {
1032 const char *name = add_string (op->name); 770 shstr name = ob->name;
1033 int x = op->x, y = op->y; 771 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 772
1035 remove_ob (op); 773 ob->remove_statbonus ();
774 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 775 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 776 ob->arch->copy_to (ob);
1038 op->instantiate (); 777 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 778 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 779 ob->name = ob->name_pl = name;
1041 op->name = name; 780 ob->x = x;
1042 free_string(op->name_pl); 781 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 782 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 783 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 784 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 785 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 786 }
787 while (!allowed_class (ob));
788
1055 update_object(op,UP_OBJ_FACE); 789 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 790 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 791 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 792 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 793 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 794 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 795}
1066 796
1067int key_confirm_quit(object *op, char key) 797void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 798flee_player (object *op)
799{
1113 int dir,diff; 800 int dir, diff;
1114 rv_vector rv; 801 rv_vector rv;
1115 802
1116 if(op->stats.hp < 0) { 803 if (op->stats.hp < 0)
804 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 805 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 806 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 807 return;
808 }
809
810 if (!op->enemy)
1120 } 811 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 812 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 813 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 814 return;
1126 } 815 }
1127 816
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 817 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
818 {
1139 op->enemy=NULL; 819 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 820 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 821 return;
1142 } 822 }
823
1143 get_rangevector(op, op->enemy, &rv, 0); 824 get_rangevector (op, op->enemy, &rv, 0);
1144 825
1145 dir=absdir(4+rv.direction); 826 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 827 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 828 {
829 int m = 1 - rndm (2) * 2;
830
831 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
832 return;
833 }
834
1153 /* Cornered, get rid of scared */ 835 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 836 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 837 op->enemy = NULL;
1156} 838}
1157
1158 839
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 840/* check_pick sees if there is stuff to be picked up/picks up stuff.
1160 * IT returns 1 if the player should keep on moving, 0 if he should 841 * It returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 842 * stop.
1162 */ 843 */
844int
1163int check_pick(object *op) { 845check_pick (object *op)
846{
1164 object *tmp, *next; 847 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 848 int stop = 0;
1167 int j, k, wvratio; 849 int wvratio;
1168 char putstring[128], tmpstr[16];
1169
1170 850
1171 /* if you're flying, you cna't pick up anything */ 851 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 852 if (op->move_type & MOVE_FLYING)
1173 return 1; 853 return 1;
1174 854
1175 op_tag = op->count;
1176
1177 next = op->below; 855 next = op->below;
1178 if (next) 856
1179 next_tag = next->count; 857 int cnt = MAX_ITEM_PER_DROP;
858#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 859
1181 /* loop while there are items on the floor that are not marked as 860 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 861 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 862 while (next && !next->destroyed ())
1184 { 863 {
1185 tmp = next; 864 tmp = next;
1186 next = tmp->below; 865 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 866
1190 if (was_destroyed (op, op_tag)) 867 if (cnt <= 0)
868 {
869 op->failmsg ("Couldn't pickup all items at once.");
870 return 0;
871 }
872
873 if (op->destroyed ())
1191 return 0; 874 return 0;
1192 875
1193 if ( ! can_pick (op, tmp)) 876 if (!can_pick (op, tmp))
1194 continue; 877 continue;
1195 878
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 879 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 880 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 881 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 882 CHK_PICK_PICKUP;
883
1200 continue; 884 continue;
1201 } 885 }
1202 886
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 887 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 888 if (op->contr->mode & PU_DEBUG)
1240 { 889 {
1241 /* some debugging code to figure out item information */ 890 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 891 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 892 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 893 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 894 : format ("item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 895 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 896
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 897 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 898 }
899
900 if (op->contr->mode & PU_INHIBIT)
901 return 1;
902
903 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
904 return 1;
905
1280 /* philosophy: 906 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 907 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups 908 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 909 * and selections, select-items should be used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 910 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 911 * example.
1286 * The drawback: right now it has no frontend, so you need to 912 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then 913 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 914 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 917 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 918 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 919 * meaning if any test passes, the item gets picked up. */
1294 920
1295 /* if mode is set to pick nothing up, return */ 921 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 922 if (op->contr->mode == PU_NOTHING)
923 return 1;
1298 924
1299 /* if mode is set to stop when encountering objects, return */ 925 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 926 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 927 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 928 if (op->contr->mode & PU_STOP)
929 return 0;
1304 930
1305 /* useful for going into stores and not losing your settings... */ 931 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 932 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 933 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 934 if (op->contr->mode & PU_INHIBIT)
935 return 1;
1309 936
1310 /* prevent us from turning into auto-thieves :) */ 937 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 938 if (QUERY_FLAG (tmp, FLAG_UNPAID))
939 continue;
1312 940
1313 /* ignore known cursed objects */ 941 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 942 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
943 continue;
1315 944
1316 /* all food and drink if desired */ 945 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 946 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 947 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 948 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
1321 if(op->contr->mode & PU_DRINK) 954 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 955 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
1324 960
1325 if(op->contr->mode & PU_POTION) 961 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 962 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
1328 967
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 968 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 969 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 970 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
975
1333 if(op->contr->mode & PU_SKILLSCROLL) 976 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 977 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
982
1336 if(op->contr->mode & PU_READABLES) 983 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 984 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
1339 989
1340 /* wands/staves/rods/horns */ 990 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 991 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 992 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
1344 997
1345 /* pick up all magical items */ 998 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 999 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1000 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1001 {
1002 CHK_PICK_PICKUP;
1003 continue;
1004 }
1349 1005
1350 if(op->contr->mode & PU_VALUABLES) 1006 if (op->contr->mode & PU_VALUABLES)
1351 { 1007 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1008 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1009 {
1010 CHK_PICK_PICKUP;
1011 continue;
1012 }
1354 } 1013 }
1355 1014
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1015 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1016 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1017 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1018 {
1019 CHK_PICK_PICKUP;
1020 continue;
1021 }
1022
1023 /* we don't forget dragon food */
1024 if (op->contr->mode & PU_FLESH)
1025 if (tmp->type == FLESH)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1360 1030
1361 /* bows and arrows. Bows are good for selling! */ 1031 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1032 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1033 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1365 if(op->contr->mode & PU_ARROW) 1039 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1040 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1368 1045
1369 /* all kinds of armor etc. */ 1046 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1047 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1048 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1373 if(op->contr->mode & PU_HELMET) 1054 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1055 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1060
1376 if(op->contr->mode & PU_SHIELD) 1061 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1062 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1063 {
1064 CHK_PICK_PICKUP;
1065 continue;
1066 }
1067
1379 if(op->contr->mode & PU_BOOTS) 1068 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1069 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1070 {
1071 CHK_PICK_PICKUP;
1072 continue;
1073 }
1074
1382 if(op->contr->mode & PU_GLOVES) 1075 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1076 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1385 if(op->contr->mode & PU_CLOAK) 1082 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1083 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1388 1088
1389 /* hoping to catch throwing daggers here */ 1089 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1090 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1091 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1393 1096
1394 /* careful: chairs and tables are weapons! */ 1097 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1098 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1099 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1100 if (tmp->type == WEAPON)
1398 { 1101 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1102 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1103 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1104 continue;
1402 } 1105 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1106 }
1410 1107
1411 /* misc stuff that's useful */ 1108 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1109 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1110 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1415 1115
1416 /* any of the last 4 bits set means we use the ratio for value 1116 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1117 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1118 if (op->contr->mode & PU_RATIO)
1419 { 1119 {
1420 /* use value density to decide what else to grab */ 1120 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1121 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1122 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1123 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1124 wvratio = op->contr->mode & PU_RATIO;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1125 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1426 { 1126 {
1427 pick_up(op, tmp);
1428#if 0 1127#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1128 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1129 if (tmp->name != NULL)
1130 {
1431 fprintf(stderr,"%s", tmp->name); 1131 fprintf (stderr, "%s", tmp->name);
1432 } 1132 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1133 else
1134 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1135 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1136 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1137#endif
1437 continue; 1138 CHK_PICK_PICKUP;
1438 } 1139 continue;
1140 }
1141 } /* the new pickup model */
1439 } 1142 }
1440 } /* the new pickup model */ 1143
1441 }
1442 return ! stop; 1144 return !stop;
1443} 1145}
1444 1146
1445/* 1147/*
1446 * Find an arrow in the inventory and after that 1148 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1149 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1150 * found object is returned.
1449 */ 1151 */
1152object *
1450object *find_arrow(object *op, const char *type) 1153find_arrow (object *op, const char *type)
1451{ 1154{
1452 object *tmp = NULL; 1155 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1156 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1157 return splay (tmp);
1453 1158
1454 for(op=op->inv; op; op=op->below) 1159 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1160 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1161 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1162 {
1458 else if (op->type==ARROW && op->race==type) 1163 splay (tmp);
1164 return arrow;
1165 }
1166
1459 return op; 1167 return 0;
1460 return tmp;
1461} 1168}
1462 1169
1463/* 1170/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1171 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1465 * against the target. A full test is not performed, simply a basic test 1172 * against the target. A full test is not performed, simply a basic test
1466 * of resistances. The archer is making a quick guess at what he sees down 1173 * of resistances. The archer is making a quick guess at what he sees down
1467 * the hall. Failing that it does it's best to pick the highest plus arrow. 1174 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1175 */
1469 1176object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1177find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1178{
1472 object *tmp = NULL, *arrow, *ntmp; 1179 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1180 int attacknum, attacktype, betterby = 0, i;
1474 1181
1475 if (!type) 1182 if (!type)
1476 return NULL; 1183 return NULL;
1477 1184
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1185 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1186 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1187 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1188 {
1189 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1190 ntmp = find_better_arrow (arrow, target, type, &i);
1191
1483 if (i > betterby) { 1192 if (i > betterby)
1484 tmp = ntmp; 1193 {
1485 betterby = i; 1194 tmp = ntmp;
1486 } 1195 betterby = i;
1196 }
1197 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1198 else if (arrow->type == ARROW && arrow->race == type)
1199 {
1488 /* allways prefer assasination/slaying */ 1200 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1201 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1202 {
1491 if (arrow->attacktype & AT_DEATH) { 1203 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1204 {
1493 return arrow; 1205 *better = 100;
1494 } else { 1206 return arrow;
1495 tmp = arrow; 1207 }
1208 else
1209 {
1210 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1211 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1212 }
1498 } else { 1213 }
1214 else
1215 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1216 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1217 {
1500 attacktype = 1<<attacknum; 1218 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1219 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1220 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1221 {
1222 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1223 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1505 } 1224 }
1506 } 1225 }
1226
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1227 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1228 {
1229 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1230 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1231 }
1232
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1233 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1234 {
1235 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1236 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1237 }
1238 }
1239 }
1515 } 1240 }
1516 } 1241
1517 }
1518 if (tmp == NULL && arrow == NULL) 1242 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1243 return find_arrow (op, type);
1520 1244
1521 *better = betterby; 1245 *better = betterby;
1522 return tmp; 1246 return tmp;
1523} 1247}
1524 1248
1525/* looks in a given direction, finds the first valid target, and calls 1249/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1250 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1251 * op = the shooter
1528 * type = bow->race 1252 * type = bow->race
1529 * dir = fire direction 1253 * dir = fire direction
1530 */ 1254 */
1531 1255object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1256pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1257{
1534 object *tmp = NULL; 1258 object *tmp = NULL;
1535 mapstruct *m; 1259 maptile *m;
1536 int i, mflags, found, number; 1260 int i, mflags, found, number;
1537 sint16 x, y; 1261 sint16 x, y;
1538 1262
1539 if (op->map == NULL) 1263 if (op->map == NULL)
1540 return find_arrow(op, type); 1264 return find_arrow (op, type);
1541 1265
1542 /* do a dex check */ 1266 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1267 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1268 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1269 return find_arrow (op, type);
1546 1270
1547 m = op->map; 1271 m = op->map;
1548 x = op->x; 1272 x = op->x;
1549 y = op->y; 1273 y = op->y;
1550 1274
1551 /* find the first target */ 1275 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1276 for (i = 0, found = 0; i < 20; i++)
1277 {
1553 x += freearr_x[dir]; 1278 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1279 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1280 mflags = get_map_flags (m, &m, x, y, &x, &y);
1281
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1282 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1283 {
1558 break; 1284 tmp = 0;
1285 break;
1286 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1287 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1288 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1289 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1290 * perhaps a bad assumption.
1562 */ 1291 */
1563 tmp = NULL; 1292 tmp = 0;
1564 break; 1293 break;
1565 } 1294 }
1295
1566 if (mflags & P_IS_ALIVE) { 1296 if (mflags & P_IS_ALIVE)
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1297 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1298 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1299 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1300 }
1576 if (tmp == NULL) 1301
1302 if (!tmp)
1577 return find_arrow(op, type); 1303 return find_arrow (op, type);
1578 1304
1579 if (tmp->head) 1305 if (tmp->head)
1580 tmp = tmp->head; 1306 tmp = tmp->head;
1581 1307
1582 return find_better_arrow(op, tmp, type, &i); 1308 return find_better_arrow (op, tmp, type, &i);
1583} 1309}
1584 1310
1585/* 1311/*
1586 * Creature fires a bow - op can be monster or player. Returns 1312 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1313 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1316 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1317 * wc_mod is any special modifier to give (used in special player fire modes)
1592 * sx, sy are coordinates to fire arrow from - also used in some of the special 1318 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1319 * player fire modes.
1594 */ 1320 */
1321int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1322fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1323{
1598 object *left, *bow; 1324 object *left, *bow;
1599 tag_t left_tag, tag; 1325 int mflags;
1600 int bowspeed, mflags; 1326 maptile *m;
1601 mapstruct *m;
1602 1327
1603 if (!dir) { 1328 if (!dir)
1329 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1330 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1331 return 0;
1332 }
1333
1334 if (op->contr)
1335 bow = op->current_weapon;
1336 else
1606 } 1337 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1338 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1339 /* Don't check for applied - monsters don't apply bows - in that way, they
1612 * don't need to switch back and forth between bows and weapons. 1340 * don't need to switch back and forth between bows and weapons.
1613 */ 1341 */
1614 if(bow->type==BOW) 1342 if (bow->type == BOW)
1615 break; 1343 break;
1616 1344
1617 if (!bow) { 1345 if (!bow)
1346 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1347 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1348 return 0;
1620 } 1349 }
1350
1351 // optimisation: move object to top so we will find it quickly again
1352 splay (bow);
1621 } 1353 }
1354
1622 if( !bow->race || !bow->skill) { 1355 if (!bow->race || !bow->skill)
1356 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1357 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1358 return 0;
1625 } 1359 }
1626 1360
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1361 if (arrow == NULL)
1362 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1363 if ((arrow = find_arrow (op, bow->race)) == NULL)
1364 {
1637 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1366 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1367 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1368 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1369 CLEAR_FLAG (op, FLAG_READY_BOW);
1370
1643 return 0; 1371 return 0;
1644 } 1372 }
1645 } 1373 }
1374
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1375 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1376 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1377 return 0;
1649 } 1378
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1379 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1380 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1381 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1382 return 0;
1653 } 1383 }
1654 1384
1655 /* this should not happen, but sometimes does */ 1385 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1386 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1387 {
1388 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1389 arrow->destroy ();
1390 return 0;
1391 }
1661 1392
1662 left = arrow; /* these are arrows left to the player */ 1393 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1394 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1395 if (!arrow)
1665 if (arrow == NULL) { 1396 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1397 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1398 return 0;
1668 return 0;
1669 } 1399 }
1670 set_owner(arrow, op); 1400
1671 if (arrow->skill) free_string(arrow->skill); 1401 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1402 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1403 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1404
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1405 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1406 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1407 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1408 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1409
1690 /* Note that this was different for monsters - they got their level 1410#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1411 if (player *pl = op->contr)
1692 */
1693 1412 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1413 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 1414
1415 /* penalize ROF for bestarrow */
1416 if (pl->bowtype == bow_bestarrow)
1417 speed *= .9f;
1418 else
1419 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1420
1421 op->speed_left += speed - op->speed;
1422 }
1423#endif
1424
1425 SET_ANIMATION (arrow, arrow->direction);
1426
1698 /* update the speed */ 1427 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1428 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1700 0 : dam_bonus[op->stats.Str]) + 1429 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1430
1704 if (arrow->speed < 1.0) 1431 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1432 arrow->speed_left = 0;
1708 1433
1434 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1435
1709 if (op->type == PLAYER) { 1436 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1437 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1438 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1439 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1440
1441 if (!arrow->slaying)
1442 arrow->slaying = op->slaying;
1443
1444 arrow->attacktype |= op->attacktype;
1445 }
1446 else
1447 {
1720 arrow->level = op->level; 1448 arrow->level = op->level;
1721 } 1449 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1450
1451 if (!arrow->slaying)
1452 arrow->slaying = bow->slaying;
1453
1723 arrow->attacktype |= bow->attacktype; 1454 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1455 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1456
1727 arrow->map = m; 1457 wc -= arrow->level;
1458 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1459
1460 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1728 arrow->move_type = MOVE_FLY_LOW; 1461 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1462 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1463
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1464 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1465 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1466
1735 if (!was_destroyed(arrow, tag)) 1467 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1468 move_arrow (arrow);
1737 1469
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1470 return 1;
1745} 1471}
1746 1472
1747/* Special fire code for players - this takes into 1473/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1474 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1475 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1476 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1477 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1478 * hence the function name.
1753 */ 1479 */
1480int
1754int player_fire_bow(object *op, int dir) 1481player_fire_bow (object *op, int dir)
1755{ 1482{
1756 int ret=0, wcmod=0; 1483 int ret;
1757 1484
1758 if (op->contr->bowtype == bow_bestarrow) { 1485 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1486 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1487 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1761 dir, 0, op->x, op->y); 1488 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1489 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1490 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1491 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1492 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1493 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1494 else if (op->contr->bowtype == bow_threewide)
1495 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1496 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1497 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1498 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1499 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1500 else if (op->contr->bowtype == bow_spreadshot)
1501 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1502 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1773 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1503 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1504 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1505 }
1776 } else { 1506 else
1507 {
1777 /* Simple case */ 1508 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1509 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1510 }
1511
1780 return ret; 1512 return ret;
1781} 1513}
1782
1783 1514
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1515/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1516 * Broken apart from 'fire' to keep it more readable.
1786 */ 1517 */
1518void
1787void fire_misc_object(object *op, int dir) 1519fire_misc_object (object *op, int dir)
1788{ 1520{
1789 object *item; 1521 object *item = op->contr->ranged_ob;
1790 1522
1791 if (!op->contr->ranges[range_misc]) { 1523 if (!item)
1524 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1525 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1526 return;
1794 } 1527 }
1795 1528
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1529 if (!item->inv)
1530 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1531 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1532 return;
1800 } 1533 }
1801 if (item->type == WAND) { 1534
1802 if(item->stats.food<=0) { 1535 if (!op->change_weapon (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1536 return;
1806 } 1537
1538 if (item->type == WAND)
1539 {
1540 if (item->stats.food <= 0)
1541 {
1542 op->contr->play_sound (sound_find ("wand_poof"));
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1544
1545 return;
1546 }
1547 }
1548 else if (item->type == ROD || item->type == HORN)
1549 {
1550 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1551
1552 // using the maximum of the rods charge allows at least one spell cast
1553 // for a rod or horn, this fixes some broken rods.
1554 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1555 {
1556 op->contr->play_sound (sound_find ("wand_poof"));
1557
1558 if (item->type == ROD)
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1560 else
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1562
1563 return;
1564 }
1565 }
1566
1567 if (cast_spell (op, item, dir, item->inv, NULL))
1568 {
1569 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1570
1571 if (item->type == WAND)
1572 {
1573 if (!(--item->stats.food))
1574 {
1575 object *tmp;
1576
1577 if (item->arch)
1578 {
1579 CLEAR_FLAG (item, FLAG_ANIMATE);
1580 item->face = item->arch->face;
1581 item->set_speed (0);
1582 }
1583
1584 if (object *pl = item->visible_to ())
1585 esrv_update_item (UPD_ANIM, pl, item);
1586 }
1587 }
1807 } else if (item->type == ROD || item->type==HORN) { 1588 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1589 drain_rod_charge (item);
1837 }
1838 } 1590 }
1839} 1591}
1840 1592
1841/* Received a fire command for the player - go and do it. 1593/* Received a fire command for the player - go and do it.
1842 */ 1594 */
1595bool
1843void fire(object *op,int dir) { 1596fire (object *op, int dir)
1597{
1844 int spellcost=0; 1598 int spellcost = 0;
1845 1599
1600 player *pl = op->contr;
1601
1602 if (pl->golem)
1603 {
1604 control_golem (op->contr->golem, dir);
1605 return false;
1606 }
1607
1608 object *ob = pl->ranged_ob;
1609
1610 if (!ob)
1611 return false;
1612
1613 if (op->speed_left > 0.f)
1614 --op->speed_left;
1615 else
1616 return false;
1617
1618 if (!op->change_weapon (ob))
1619 return false;
1620
1846 /* check for loss of invisiblity/hide */ 1621 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1622 if (action_makes_visible (op))
1623 make_visible (op);
1848 1624
1849 switch(op->contr->shoottype) { 1625 switch (ob->type)
1850 case range_none: 1626 {
1851 return; 1627 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1628 player_fire_bow (op, dir);
1855 return; 1629 break;
1856 1630
1857 case range_magic: /* Casting spells */ 1631 case SPELL:
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1632 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1859 return; 1633 break;
1860 1634
1861 case range_misc: 1635 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 1636 apply_map_builder (op, dir);
1886 return; 1637 break;
1887 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type.");
1889 return;
1890 }
1891}
1892 1638
1639 case SKILL:
1640 do_skill (op, op, ob, dir, 0);
1641 break;
1893 1642
1643 default:
1644 fire_misc_object (op, dir);
1645 break;
1646 }
1647
1648 return true;
1649}
1894 1650
1895/* find_key 1651/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1652 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1653 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1654 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1656 * pl is the player,
1901 * inv is the objects inventory to searched 1657 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1658 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1659 * This function can be called recursively to search containers.
1904 */ 1660 */
1905 1661object *
1906object * find_key(object *pl, object *container, object *door) 1662find_key (object *pl, object *container, object *door)
1907{ 1663{
1908 object *tmp,*key; 1664 object *tmp, *key;
1909 1665
1910 /* Should not happen, but sanity checking is never bad */ 1666 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1667 if (!container->inv)
1668 return 0;
1912 1669
1913 /* First, lets try to find a key in the top level inventory */ 1670 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1671 for (tmp = container->inv; tmp; tmp = tmp->below)
1672 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1673 if (door->type == DOOR && tmp->type == KEY)
1674 break;
1675
1916 /* For sanity, we should really check door type, but other stuff 1676 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1677 * (like containers) can be locked with special keys
1918 */ 1678 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1679 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1680 break;
1921 } 1681 }
1682
1922 /* No key found - lets search inventories now */ 1683 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1684 /* If we find and use a key in an inventory, return at that time.
1924 * otherwise, if we search all the inventories and still don't find 1685 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1686 * a key, return
1926 */ 1687 */
1927 if (!tmp) { 1688 if (!tmp)
1689 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1690 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 /* No reason to search empty containers */ 1691 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1692 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1693 if ((key = find_key (pl, tmp, door)))
1694 return key;
1695
1696 if (!tmp)
1697 return 0;
1932 } 1698 }
1933 } 1699
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1700 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it 1701 * see if we actually want to use it
1938 */ 1702 */
1939 if (pl!=container) { 1703 if (pl != container)
1704 {
1940 /* Only let players use keys in containers */ 1705 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1706 if (!pl->contr)
1707 return 0;
1708
1942 /* cases where this fails: 1709 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1710 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1711 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1712 * If the container is not active, return now since only active
1946 * containers can be used. 1713 * containers can be used.
1947 * If we only search keyrings and the container does not have 1714 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1715 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1716 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1717 * inv must have been an container and must have been active.
1951 * 1718 *
1952 * Change the color so that the message doesn't disappear with 1719 * Change the color so that the message doesn't disappear with
1953 * all the others. 1720 * all the others.
1954 */ 1721 */
1955 if (pl->contr->usekeys == key_inventory || 1722 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1723 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1724 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1958 (!container->race || strcmp(container->race, "keys"))) 1725 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1726 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1727 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1728 return NULL;
1964 } 1729 }
1965 } 1730 }
1731
1966 return tmp; 1732 return tmp;
1967} 1733}
1968 1734
1969/* moved door processing out of move_player_attack. 1735/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1736 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1737 * such that the caller should not do anything more,
1972 * 0 otherwise 1738 * 0 otherwise
1973 */ 1739 */
1740static int
1974static int player_attack_door(object *op, object *door) 1741player_attack_door (object *op, object *door)
1975{ 1742{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1743 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do - 1744 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1745 * otherwise, we fall through to the rest of the code.
1980 */ 1746 */
1981 object *key=find_key(op, op, door); 1747 object *key = find_key (op, op, door);
1982 1748
1983 /* IF we found a key, do some extra work */ 1749 /* If we found a key, do some extra work */
1984 if (key) { 1750 if (key)
1751 {
1985 object *container=key->env; 1752 object *container = key->env;
1986 1753
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1754 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1755 make_visible (op);
1756
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1757 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1758 spring_trap (door->inv, op);
1759
1990 if (door->type == DOOR) { 1760 if (door->type == DOOR)
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1761 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1762 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1763 {
1995 "You open the door with the %s", query_short_name(key)); 1764 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2(door); /* remove door without violence ;-) */ 1765 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1766 }
1767
1998 /* Do this after we print the message */ 1768 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1769 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1770
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1771 return 1; /* Nothing more to do below */
1772 }
2004 } else if (door->type==LOCKED_DOOR) { 1773 else if (door->type == LOCKED_DOOR)
1774 {
2005 /* Might as well return now - no other way to open this */ 1775 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1776 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2007 return 1; 1777 return 1;
2008 } 1778 }
1779
2009 return 0; 1780 return 0;
2010} 1781}
2011 1782
2012/* This function is just part of a breakup from move_player. 1783/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1784 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1785 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1786 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1787 * going to try and move (not fire weapons).
2017 */ 1788 */
2018 1789bool
2019void move_player_attack(object *op, int dir) 1790move_player_attack (object *op, int dir)
2020{ 1791{
2021 object *tmp, *mon; 1792 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 sint16 nx, ny; 1793 {
1794 --op->speed_left;
1795 return true;
1796 }
1797
2023 int on_battleground; 1798 int on_battleground;
2024 mapstruct *m;
2025 1799
2026 nx=freearr_x[dir]+op->x; 1800 sint16 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 1801 sint16 ny = freearr_y[dir] + op->y;
2028 1802
2029 on_battleground = op_on_battleground(op, NULL, NULL); 1803 on_battleground = op_on_battleground (op, 0, 0);
2030 1804
1805 if (out_of_map (op->map, nx, ny))
1806 return false;
1807
2031 /* If braced, or can't move to the square, and it is not out of the 1808 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 1809 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 1810 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 1811 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 1812 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 1813 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 1814 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 1815 * move_ob uses.
2039 */ 1816 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 1817 maptile *m = op->map->xy_find (nx, ny);
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2049 return;
2050 }
2051 1818
2052 mon = NULL;
2053 /* Go through all the objects, and find ones of interest. Only stop if 1819 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 1820 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 1821 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 1822 * on the space
2057 */ 1823 */
2058 while (tmp!=NULL) { 1824 object *mon;
2059 if (tmp == op) { 1825 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2060 tmp=tmp->above; 1826 {
2061 continue; 1827 if ((mon->flag [FLAG_ALIVE]
1828 || mon->type == LOCKED_DOOR
1829 || mon->flag [FLAG_CAN_ROLL])
1830 && mon != op)
1831 break;
2062 } 1832 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1833
2064 mon = tmp;
2065 break;
2066 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 1834 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 1835 return false; /* into a wall */
2074 1836
2075 if(mon->head != NULL)
2076 mon = mon->head; 1837 mon = mon->head_ ();
2077 1838
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1839 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1840 if (op->contr->weapon_sp_left > 0.f)
2079 if (player_attack_door(op, mon)) return; 1841 if (player_attack_door (op, mon))
1842 {
1843 --op->contr->weapon_sp_left;
1844 return true;
1845 }
2080 1846
2081 /* The following deals with possibly attacking peaceful 1847 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 1848 * or friendly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 1849 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 1850 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 1851 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 1852 * and thus will not push them.
2087 */ 1853 */
2088 1854
2089 /* If the creature is a pet, push it even if the player is not 1855 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 1856 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 1857 * player owns it and it is either friendly or unagressive.
2092 */ 1858 */
2093 if ((op->type==PLAYER) 1859 if (op->type == PLAYER
2094#if COZY_SERVER 1860 && ((mon->owner && mon->owner->contr
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1861 && same_party (mon->owner->contr->party, op->contr->party))
2099 || get_owner(mon) == op 1862 || mon->owner == op)
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1863 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 1864 {
2106 /* If we're braced, we don't want to switch places with it */ 1865 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 1866 if (op->contr->braced)
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1867 return false;
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113 1868
1869 if (op->speed_left > 0.f)
1870 {
1871 --op->speed_left;
1872
1873 op->play_sound (sound_find ("push_player"));
1874 push_ob (mon, dir, op);
1875
1876 if (action_makes_visible (op))
1877 make_visible (op);
1878
1879 return true;
1880 }
1881 else
1882 return false;
1883 }
1884
2114 /* in certain circumstances, you shouldn't attack friendly 1885 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 1886 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 1887 * someone, but put it inside this loop so that you won't
2117 * attack them either. 1888 * attack them either.
2118 */ 1889 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 1890 if ((mon->type == PLAYER || mon->enemy != op)
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1891 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2121 ( 1892 && ((op->contr->peaceful
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1893 || (mon->type == PLAYER && mon->contr->peaceful))
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground 1894 && !on_battleground))
1895 {
1896 if (op->speed_left > 0.f)
1897 {
1898 --op->speed_left;
1899
1900 if (!op->contr->braced)
2128 )) { 1901 {
2129 if (!op->contr->braced) { 1902 op->play_sound (sound_find ("push_player"));
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1903 push_ob (mon, dir, op);
2131 (void) push_ob(mon,dir,op); 1904 }
2132 } else { 1905 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 1906 op->statusmsg ("You withhold your attack");
1907
1908 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1909 make_visible (op);
1910
1911 return true;
1912 }
2134 } 1913 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137
2138 /* If the object is a boulder or other rollable object, then 1914 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 1915 * roll it if not braced. You can't roll it if you are braced.
2140 */ 1916 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1917 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1918 {
1919 if (op->speed_left > 0.f)
1920 {
1921 --op->speed_left;
1922
2142 recursive_roll(mon,dir,op); 1923 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 1924 if (action_makes_visible (op))
2144 } 1925 make_visible (op);
2145 1926
1927 return true;
1928 }
1929 }
2146 /* Any generic living creature. Including things like doors. 1930 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 1931 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 1932 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 1933 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 1934 * that party_number -1 is no party, so attacks can still happen.
2151 */ 1935 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1936 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 1937 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 1938 {
1939 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1940 {
1941 --op->contr->weapon_sp_left;
2156 1942
2157 /* If the player hasn't hit something this tick, and does 1943 skill_attack (mon, op, 0, 0, 0);
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164 1944
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
2166 } 1950 }
2167 1951
2168 skill_attack(mon, op, 0, NULL, NULL); 1952 return false;
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */
2185} 1953}
2186 1954
1955bool
2187int move_player(object *op,int dir) { 1956move_player (object *op, int dir)
1957{
2188 int pick; 1958 int pick;
2189 1959
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 1960 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 1961 return 0;
1962
1963 /* Sanity check: make sure dir is valid */
1964 if ((dir < 0) || (dir >= 9))
1965 {
1966 LOG (llevError, "move_player: invalid direction %d\n", dir);
1967 return 0;
1968 }
1969
1970 /* peterm: added following line */
1971 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
1972 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1973
1974 op->facing = dir;
1975
1976 if (op->flag [FLAG_HIDDEN])
1977 do_hidden_move (op);
1978
1979 bool retval;
1980
1981 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
1982 retval = RESULT_INT (0);
1983 else if (op->contr->fire_on)
1984 retval = fire (op, dir);
1985 else
1986 {
1987 retval = move_player_attack (op, dir);
1988 pick = check_pick (op);
1989 }
1990
1991 /* Add special check for newcs players and fire on - this way, the
1992 * server can handle repeat firing.
1993 */
1994 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
1995 op->direction = dir;
1996 else
1997 op->direction = 0;
1998
1999 /* Update how the player looks. Use the facing, so direction may
2000 * get reset to zero. This allows for full animation capabilities
2001 * for players.
2002 */
2003 animate_object (op, op->facing);
2004
2005 return retval;
2229} 2006}
2230 2007
2231/* This is similar to handle_player, below, but is only used by the 2008/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2009 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2010 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2011 * the new speed values for commands.
2235 * 2012 *
2236 * Returns true if there are more actions we can do. 2013 * Returns true if there are more actions we can do. Should not do
2014 * many actions in a row, as that would be too unfair to other
2015 * players.
2237 */ 2016 */
2017bool
2238int handle_newcs_player(object *op) 2018handle_newcs_player (object *op)
2239{ 2019{
2240 if (op->contr->hidden) {
2241 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly.
2245 */
2246 if (pticks & 2) op->invisible--;
2247 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2249 op->invisible--;
2250 if(!op->invisible) {
2251 make_visible(op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 }
2254 }
2255
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2020 if (QUERY_FLAG (op, FLAG_SCARED))
2257 flee_player(op);
2258 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) {
2260 op->speed_left--;
2261 return 0;
2262 }
2263 } 2021 {
2022 if (op->speed_left > 0.f)
2023 {
2024 --op->speed_left;
2025 flee_player (op);
2264 2026
2265 /* I've been seeing crashes where the golem has been destroyed, but 2027 return true;
2266 * the player object still points to the defunct golem. The code that 2028 }
2267 * destroys the golem looks correct, and it doesn't always happen, so 2029 else
2268 * put this in a a workaround to clean up the golem pointer. 2030 return false;
2269 */
2270 if (op->contr->ranges[range_golem] &&
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL;
2274 op->contr->golem_count = 0;
2275 } 2031 }
2276 2032
2277 /* call this here - we also will call this in do_ericserver, but 2033 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2034 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2035 * called, so we recheck it here.
2280 */ 2036 */
2281 HandleClient(&op->contr->socket, op->contr); 2037 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2038 return true;
2283 2039
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2040 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction); 2041 return move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2042
2294 else return 0; 2043 return false;
2295 } 2044}
2045
2046int
2047save_life (object *op)
2048{
2049 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2050 return 0;
2297}
2298 2051
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2052 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2054 {
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2055 op->play_sound (sound_find ("ob_evaporate"));
2309 "Your %s vibrates violently, then evaporates.", 2056 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2310 query_name(tmp)); 2057
2311 if (op->contr) 2058 tmp->destroy ();
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2059 CLEAR_FLAG (op, FLAG_LIFESAVE);
2060
2316 if(op->stats.hp<0) 2061 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2062 op->stats.hp = op->stats.maxhp;
2063
2318 if(op->stats.food<0) 2064 if (op->stats.food < 0)
2319 op->stats.food = 999; 2065 op->stats.food = 999;
2320 fix_player(op); 2066
2067 op->update_stats ();
2321 return 1; 2068 return 1;
2322 } 2069 }
2070
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2071 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2072 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2073 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2074 return 0;
2327} 2075}
2328 2076
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2077/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2078 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2079 * function will descend into containers. op is the object to start the search
2332 * from. 2080 * from.
2333 */ 2081 */
2082static void
2334void remove_unpaid_objects(object *op, object *env) 2083drop_unpaid_items (object *op, object *env)
2335{ 2084{
2336 object *next;
2337
2338 while (op) { 2085 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2086 {
2340 * we remove object 'op' 2087 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2088
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2089 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2090 op->insert_at (env);
2344 op->x = env->x; 2091 else if (op->inv)
2345 op->y = env->y; 2092 drop_unpaid_items (op->inv, env);
2346 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2093
2094 op = next;
2095 }
2096}
2097
2098void
2099object::drop_unpaid_items ()
2100{
2101 if (!flag [FLAG_REMOVED])
2102 ::drop_unpaid_items (inv, this);
2103}
2355 2104
2356/* 2105/*
2357 * Returns pointer a static string containing gravestone text 2106 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2107 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2108 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2109 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2110 * but there isn't one in the server directory.
2362 */ 2111 */
2112const char *
2363char *gravestone_text (object *op) 2113gravestone_text (object *op)
2364{ 2114{
2115 static dynbuf_text buf;
2116
2117 buf << "---- R.I.P. ----\n\n"
2118 << op->name;
2119
2120 if (op->type == PLAYER)
2121 buf << " the " << op->contr->title;
2122
2123 buf << "\n\n";
2124
2125 buf << "who was level ";
2126 buf << (sint32)op->level << "\n\n" // OO breakdown
2127 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2128
2129 if (op->type == PLAYER)
2130 buf << "by " << op->contr->killer_name () << ".\n\n";
2131
2132 {
2365 static char buf2[MAX_BUF]; 2133 static char buf2[128];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2134 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", op->name);
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382 if (op->type == PLAYER) {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 }
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2135 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2136 buf << buf2;
2389 strcat (buf2, buf); 2137 }
2138
2390 return buf2; 2139 return buf;
2391} 2140}
2392 2141
2393 2142void
2394
2395void do_some_living(object *op) { 2143do_some_living (object *op)
2144{
2396 int last_food=op->stats.food; 2145 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2146 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2147 int over_hp, over_sp, over_grace;
2399 int i; 2148 int i;
2400 int rate_hp = 1200; 2149 int rate_hp = 1200;
2401 int rate_sp = 2500; 2150 int rate_sp = 2500;
2402 int rate_grace = 2000; 2151 int rate_grace = 2000;
2403 const int max_hp = 1; 2152 const int max_hp = 1;
2404 const int max_sp = 1; 2153 const int max_sp = 1;
2405 const int max_grace = 1; 2154 const int max_grace = 1;
2406 2155
2407 if (op->contr->outputs_sync) { 2156 if (op->contr->hidden)
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2157 {
2409 if (op->contr->outputs[i].buf!=NULL && 2158 op->invisible = 1000;
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2159 /* the socket code flashes the player visible/invisible
2411 flush_output_element(op, &op->contr->outputs[i]); 2160 * depending on the value of invisible, so we need to
2161 * alternate it here for it to work correctly.
2162 */
2163 if (pticks & 2)
2164 op->invisible--;
2412 } 2165 }
2166 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2167 {
2168 if (!op->invisible--)
2169 {
2170 make_visible (op);
2171 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2172 }
2173 }
2413 2174
2414 if(op->contr->state==ST_PLAYING) { 2175 if (op->contr->ns->state == ST_PLAYING)
2415 2176 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2177 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2178 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 )
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2420 else {
2421 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2423 }
2424 if(op->contr->gen_sp >= 0 )
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2426 else {
2427 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2429 }
2430 if(op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2432 else {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) {
2441 op->stats.sp++;
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2444 op->stats.food--;
2445 if(op->contr->digestion<0)
2446 op->stats.food+=op->contr->digestion;
2447 else if(op->contr->digestion>0 &&
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food;
2450 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470
2471 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2473 if(--op->last_grace<0) {
2474 if(op->stats.grace<op->stats.maxgrace/2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2478 if (over_grace > 0) {
2479 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2481 op->last_grace=0;
2482 } else {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2484 }
2485 } else {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2487 }
2488 /* wearing stuff doesn't detract from grace generation. */
2489 }
2490
2491 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) {
2493 if(op->stats.hp<op->stats.maxhp) {
2494 op->stats.hp++;
2495 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2497 op->stats.food--;
2498 if(op->contr->digestion<0)
2499 op->stats.food+=op->contr->digestion;
2500 else if(op->contr->digestion>0 &&
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food;
2503 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518
2519 /* Digestion */
2520 if(--op->last_eat<0) {
2521#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0,
2524 penalty=dg<0?-dg:0;
2525#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif
2529
2530 if(op->contr->gen_hp > 0) 2179 if (op->contr->gen_hp >= 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2180 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2532 else 2181 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2182 {
2183 gen_hp = op->stats.maxhp;
2184 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2185 }
2186
2187 if (op->contr->gen_sp >= 0)
2188 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2189 else
2190 {
2191 gen_sp = op->stats.maxsp;
2192 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2193 }
2194
2195 if (op->contr->gen_grace >= 0)
2196 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2197 else
2198 {
2199 gen_grace = op->stats.maxgrace;
2200 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2201 }
2202
2203 /* Regenerate Grace */
2204 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2205 if (--op->last_grace < 0)
2206 {
2207 if (op->stats.grace < op->stats.maxgrace / 2)
2208 op->stats.grace++; /* no penalty in food for regaining grace */
2209
2210 if (max_grace > 1)
2211 {
2212 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2213 if (over_grace > 0)
2214 {
2215 op->stats.sp += over_grace
2216 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2217 op->last_grace = 0;
2218 }
2219 else
2220 {
2221 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2222 }
2223 }
2224 else
2225 {
2226 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2227 }
2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2235 {
2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237
2238 if (op->stats.sp < op->stats.maxsp)
2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!QUERY_FLAG (op, FLAG_WIZ))
2244 {
2245 op->stats.food--;
2246
2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250 op->stats.food = last_food;
2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2283 {
2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!QUERY_FLAG (op, FLAG_WIZ))
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 if (max_hp > 1)
2299 {
2300 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2301
2302 if (over_hp > 0)
2303 {
2304 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2305 op->last_heal = 0;
2306 }
2307 else
2308 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2309 }
2310 else
2311 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2312 }
2313 }
2314
2315 /* Digestion */
2316 if (--op->last_eat < 0)
2317 {
2318 int bonus = max (0, op->contr->digestion),
2319 penalty = max (0, -op->contr->digestion);
2320
2321 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2322
2534 /* dms do not consume food */ 2323 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2324 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2325 op->stats.food--;
2537 } 2326 }
2538 2327
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2328 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2329 {
2330 object *flesh = 0;
2541 2331
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2332 for_inv_removable (op, tmp)
2333 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2334 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2335 continue;
2336
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2337 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2338 {
2546 manual_apply(op,tmp,0); 2339 op->statusmsg ("You blindly grab for a bite of food. "
2340 "H<To prevent you from starving, you ate some random item from your backpack.>");
2341 manual_apply (op, tmp, 0);
2342
2547 if(op->stats.food>=0||op->stats.hp<0) 2343 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2344 break;
2549 } 2345 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2346 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2347 flesh = tmp;
2552 } /* end of for loop */ 2348 }
2349
2553 /* If player is still starving, it means they don't have any food, so 2350 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2351 * eat flesh instead.
2555 */ 2352 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2353 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2354 {
2355 op->statusmsg ("You blindly grab for a bite of food. "
2356 "H<To prevent you from starving, you ate some random item from your backpack.>");
2558 manual_apply(op,flesh,0); 2357 manual_apply (op, flesh, 0);
2559 } 2358 }
2560 } /* end if player is starving */
2561 2359
2562 while(op->stats.food<0&&op->stats.hp>0) 2360 // If player is still starving, alert him!
2563 op->stats.food++,op->stats.hp--; 2361 if (op->stats.food < 0)
2564 2362 op->failmsg ("You are starving! "
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2363 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2566 kill_player(op);
2567}
2568
2569 2364 }
2365
2366 if (op->stats.food < 0)
2367 {
2368 op->stats.hp += op->stats.food;
2369 op->stats.food = 0;
2370
2371 if (op->stats.hp < 0)
2372 {
2373 op->contr->killer = archetype::get ("killer_starvation");
2374 op->contr->killer->destroy ();
2375 }
2376 }
2377
2378 /* killer should be set here already */
2379 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2380 kill_player (op);
2381 }
2382}
2570 2383
2571/* If the player should die (lack of hp, food, etc), we call this. 2384/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2385 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2386 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2387 * file.
2575 */ 2388 */
2389void
2576void kill_player(object *op) 2390kill_player (object *op)
2577{ 2391{
2578 char buf[MAX_BUF];
2579 int x,y,i; 2392 int x, y;
2580 mapstruct *map; /* this is for resurrection */ 2393 maptile *map; /* this is for resurrection */
2581 int z;
2582 int num_stats_lose;
2583 int lost_a_stat;
2584 int lose_this_stat;
2585 int this_stat;
2586 int will_kill_again; 2394 int will_kill_again;
2587 archetype *at; 2395 archetype *at;
2588 object *tmp; 2396 object *tmp;
2589 2397
2590 if(save_life(op)) 2398 if (save_life (op))
2591 return; 2399 return;
2592 2400
2401 dynbuf_text deathtab;
2593 2402
2403 /* restore player */
2404 at = archetype::find ("poisoning");
2405 if (object *tmp = present_arch_in_ob (at, op))
2406 {
2407 tmp->destroy ();
2408 deathtab << "Your body feels cleansed...\r";
2409 }
2410
2411 at = archetype::find ("confusion");
2412 if (object *tmp = present_arch_in_ob (at, op))
2413 {
2414 tmp->destroy ();
2415 deathtab << "Your mind feels clearer...\r";
2416 }
2417
2418 cure_disease (op, 0, 0); /* remove any disease */
2419
2420 max_it (op->stats.hp , op->stats.maxhp);
2421 max_it (op->stats.sp , op->stats.maxsp);
2422 max_it (op->stats.grace, op->stats.maxgrace);
2423
2424 if (op->stats.food <= 0)
2425 op->stats.food = 999;
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2441 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2442 */
2598 if (op_on_battleground(op, &x, &y)) { 2443 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2444 {
2600 "You have been defeated in combat!"); 2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2602 "Local medics have saved your life...");
2603
2604 /* restore player */
2605 at = find_archetype("poisoning");
2606 tmp=present_arch_in_ob(at,op);
2607 if (tmp) {
2608 remove_ob(tmp);
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2611 }
2612 2446
2613 at = find_archetype("confusion");
2614 tmp=present_arch_in_ob(at,op);
2615 if (tmp) {
2616 remove_ob(tmp);
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2619 }
2620
2621 cure_disease(op,0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999;
2624
2625 /* create a bodypart-trophy to make the winner happy */ 2447 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2448 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL) 2449 {
2450 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->materialname = "organics";
2460 tmp->insert_at (op, tmp);
2628 { 2461 }
2629 sprintf(buf,"%s's finger",op->name); 2462
2630 tmp->name = add_string(buf);
2631 sprintf(buf," This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level),
2634 op->contr->killer);
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0;
2637 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641
2642 /* teleport defeated player to new destination*/ 2463 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2464 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2465 op->contr->braced = 0;
2645 return;
2646 }
2647 2466
2467 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2468 return;
2469 }
2470
2471 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2472 deathtab << "T<YOU HAVE DIED>\n\n";
2473
2648 INVOKE_PLAYER (DEATH, op->contr); 2474 INVOKE_PLAYER (DEATH, op->contr);
2649 2475
2650 command_kill_pets (op, 0); 2476 command_kill_pets (op, 0);
2651 2477
2652 if(op->stats.food<0) { 2478 op->contr->play_sound (sound_find ("player_dies"));
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name);
2660 strcpy(op->contr->killer,"starvation");
2661 }
2662 else {
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name);
2670 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2672 2479
2673 /* save the map location for corpse, gravestone*/ 2480 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2481 x = op->x;
2482 y = op->y;
2483 map = op->map;
2675 2484
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2485 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2486 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2487 * See the config.h file for a little more in depth detail about this.
2681 */ 2488 */
2682 2489
2683 /* Basically two ways to go - remove a stat permanently, or just 2490 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2491 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2492 * of death.
2686 */ 2493 */
2687#ifndef COZY_SERVER 2494#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2495 if (settings.balanced_stat_loss)
2496 {
2689 /* If stat loss is permanent, lose one stat only. */ 2497 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2498 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2499 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2500 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2501 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2502 little bit harder. */
2695 /* GD */ 2503 /* GD */
2696 if (settings.stat_loss_on_death) 2504 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2505 num_stats_lose = 1;
2698 else 2506 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2507 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2508 }
2509 else
2701 num_stats_lose = 1; 2510 num_stats_lose = 1;
2702 } 2511
2703 lost_a_stat = 0; 2512 lost_a_stat = 0;
2704 2513
2705 for (z=0; z<num_stats_lose; z++) { 2514 for (z = 0; z < num_stats_lose; z++)
2706 i = RANDOM() % NUM_STATS; 2515 {
2516 i = rndm (NUM_STATS);
2707 2517
2708 if (settings.stat_loss_on_death) { 2518 if (settings.stat_loss_on_death)
2519 {
2709 /* Pick a random stat and take a point off it. Tell the player 2520 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2521 * what he lost.
2711 */ 2522 */
2712 change_attr_value(&(op->stats), i,-1); 2523 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2524 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2525 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2526 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2527 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2528 lost_a_stat = 1;
2718 } else { 2529 }
2530 else
2531 {
2719 /* deplete a stat */ 2532 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2533 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2534 object *dep;
2535
2536 dep = present_arch_in_ob (deparch, op);
2537 if (!dep)
2722 2538 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2539 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2540 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2541 }
2756 if (lose_this_stat) { 2542 lose_this_stat = 1;
2543 if (settings.balanced_stat_loss)
2544 {
2545 /* GD */
2546 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2547 this_stat = get_attr_value (&(dep->stats), i);
2548 if (this_stat < 0)
2549 {
2550 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2551 int keep_chance = this_stat * this_stat;
2552
2553 /* Yes, I am paranoid. Sue me. */
2554 if (keep_chance < 1)
2555 keep_chance = 1;
2556
2557 /* There is a maximum depletion total per level. */
2558 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2559 {
2560 lose_this_stat = 0;
2561 /* Take loss chance vs keep chance to see if we
2562 retain the stat. */
2563 }
2564 else
2565 {
2566 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2567 lose_this_stat = 0;
2568 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2569 this_stat, keep_chance, loss_chance,
2570 lose_this_stat?"LOSE":"KEEP"); */
2571 }
2572 }
2573 }
2574
2575 if (lose_this_stat)
2576 {
2577 this_stat = get_attr_value (&dep->stats, i);
2758 /* We could try to do something clever like find another 2578 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2579 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2580 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2581 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2582 * difference.
2763 */ 2583 */
2764 if (this_stat>=-50) { 2584 if (this_stat >= -50)
2585 {
2765 change_attr_value(&(dep->stats), i, -1); 2586 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2587 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2588 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2589 op->update_stats ();
2769 lost_a_stat = 1; 2590 lost_a_stat = 1;
2770 } 2591 }
2771 } 2592 }
2593 }
2772 } 2594 }
2773 } 2595
2774 /* If no stat lost, tell the player. */ 2596 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2597 if (!lost_a_stat)
2776 { 2598 {
2777 /* determine_god() seems to not work sometimes... why is this? 2599 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2600 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2601 shstr_tmp god = determine_god (op);
2780 if (god && (strcmp(god, "none"))) 2602
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2603 if (god != shstr_none)
2782 "moment you feel the holy presence of %s protecting" 2604 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2783 " you.", god); 2605 else
2784 else 2606 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2607 }
2608#else
2609 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2788#endif 2610#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2611
2792 /* Put a gravestone up where the character 'almost' died. List the 2612 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2613 * exp loss on the stone.
2794 */ 2614 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2615 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2616 tmp->name = format ("%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2617 tmp->name_pl = format ("%s's gravestones", &op->name);
2798 sprintf(buf,"%s's gravestones",op->name); 2618 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2799 FREE_AND_COPY(tmp->name_pl, buf); 2619 &op->name, op->contr->title, op->contr->killer_name ());
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2801 "who was killed\n"
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2620 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2621 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2622
2809 /**************************************/ 2623 /**************************************/
2810 /* */ 2624 /* */
2811 /* Subtract the experience points, */ 2625 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */
2814 /* */ 2626 /* */
2815 /**************************************/ 2627 /**************************************/
2816 2628
2817 /* remove any poisoning and confusion the character may be suffering.*/
2818 /* restore player */
2819 at = find_archetype("poisoning");
2820 tmp=present_arch_in_ob(at,op);
2821 if (tmp) {
2822 remove_ob(tmp);
2823 free_object(tmp);
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2825 }
2826
2827 at = find_archetype("confusion");
2828 tmp=present_arch_in_ob(at,op);
2829 if (tmp) {
2830 remove_ob(tmp);
2831 free_object(tmp);
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2833 }
2834 cure_disease(op,0); /* remove any disease */
2835
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2629 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2630 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2842 2631
2843 /* 2632 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2633 * Check to see if the player has any unpaid items. If so, remove them
2845 * the player has any unpaid items. If so, remove them and put them back 2634 * and put them back in the map.
2846 * in the map. 2635 */
2847 */ 2636 op->drop_unpaid_items ();
2848 2637
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op);
2852 break;
2853 }
2854 }
2855
2856
2857 /****************************************/ 2638 /****************************************/
2858 /* */ 2639 /* */
2859 /* Move player to his current respawn- */ 2640 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2641 /* position (usually last savebed) */
2861 /* */ 2642 /* */
2862 /****************************************/ 2643 /****************************************/
2863 2644
2864 enter_player_savebed(op); 2645 enter_player_savebed (op);
2865 2646
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2647 op->contr->braced = 0;
2870 save_player(op,1);
2871 2648
2872 /* it is possible that the player has blown something up 2649 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2650 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2651 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2652 * on the space that might harm the player.
2876 */ 2653 */
2877 will_kill_again=0; 2654 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2655 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2656 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2657 will_kill_again |= tmp->attacktype;
2881 } 2658
2882 if (will_kill_again) { 2659 if (will_kill_again)
2660 {
2883 object *force; 2661 object *force;
2884 int at; 2662 int at;
2885 2663
2886 force=get_archetype(FORCE_NAME); 2664 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2665 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2666 force->speed = 0.1f;
2889 force->speed_left=-5.0; 2667 force->speed_left = -5.f;
2890 SET_FLAG(force, FLAG_APPLIED); 2668 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2669 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2670 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2671 force->resist[at] = 100;
2894 } 2672
2895 insert_ob_in_ob(force, op); 2673 insert_ob_in_ob (force, op);
2896 fix_player(op); 2674 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 } 2675 }
2955 }
2956 play_again(op);
2957 2676
2958 /* peterm: added to create a corpse at deathsite. */ 2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2678}
2972 2679
2973 2680void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2681loot_object (object *op)
2682{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2683 object *tmp, *tmp2, *next;
2976 2684
2977 if (op->container) { /* close open sack first */ 2685 op->close_container (); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2686
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
2982 next=tmp->below; 2689 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2690
2984 remove_ob(tmp); 2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2695 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2696
2987 loot_object(tmp); 2697 if (tmp->type == CONTAINER)
2988 } 2698 loot_object (tmp); /* empty container to ground */
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2699
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2700 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2701 {
2991 if(tmp->nrof>1) { 2702 if (tmp->nrof > 1)
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2703 {
2993 free_object(tmp2); 2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
2995 } else 2710 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2711 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2712 }
3000} 2713}
3001 2714
3002/* 2715/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 2716 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 2717 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 2718 * was changed.
3006 */ 2719 */
3007 2720void
3008void fix_weight(void) { 2721fix_weight (void)
3009 player *pl; 2722{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 2723 for_all_players (pl)
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2724 {
3012 if(old == sum) 2725 sint32 old = pl->ob->carrying;
3013 continue; 2726
3014 fix_player(pl->ob); 2727 pl->ob->update_weight ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2728
3016 pl->ob->name, old, sum); 2729 if (old != pl->ob->carrying)
2730 {
2731 pl->ob->update_stats ();
2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
3017 } 2734 }
3018} 2735}
3019 2736
2737void
3020void fix_luck(void) { 2738fix_luck (void)
3021 player *pl; 2739{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 2740 for_all_players (pl)
3023 if (!pl->ob->contr->state) 2741 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 2742 pl->ob->change_luck (0);
3025} 2743}
3026
3027 2744
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 2745/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 2746 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 2747 * just treat this as any other spell casting object.
3031 */ 2748 */
3032
3033void 2749void
3034cast_dust (object * op, object * throw_ob, int dir) 2750cast_dust (object *op, object *throw_ob, int dir)
3035{ 2751{
3036 object *skop, *spob; 2752 object *skop, *spob;
3037 2753
3038 skop = find_skill_by_name (op, throw_ob->skill); 2754 skop = find_skill_by_name (op, throw_ob->skill);
3039 2755
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 2756 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 2758 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 2760 return;
3046 } 2761 }
3047 2762
3048 spob = throw_ob->inv; 2763 spob = throw_ob->inv;
3049 2764
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 2766 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 2767 // errors should be reported as early as possible IMHO)
3053 if (!spob) 2768 if (!spob)
3054 { 2769 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 2771 return;
3058 } 2772 }
3059 2773
3060 if (op->type == PLAYER) 2774 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 2776
3063 cast_spell (op, throw_ob, dir, spob, NULL); 2777 cast_spell (op, throw_ob, dir, spob, NULL);
3064 2778
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2779 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 2780}
3069 2781
2782void
3070void make_visible (object *op) { 2783make_visible (object *op)
3071 op->hide = 0; 2784{
2785 op->flag [FLAG_HIDDEN] = 0;
3072 op->invisible = 0; 2786 op->invisible = 0;
3073 if(op->type==PLAYER) {
3074 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3076 }
3077 update_object(op,UP_OBJ_FACE);
3078}
3079 2787
3080int is_true_undead(object *op) {
3081 object *tmp=NULL;
3082
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3084
3085 if(op->type==PLAYER) 2788 if (op->type == PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below) 2789 {
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2790 op->contr->tmp_invis = 0;
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795}
2796
2797int
2798is_true_undead (object *op)
2799{
2800 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2801 return 1;
2802
3089 return 0; 2803 return 0;
3090} 2804}
3091 2805
3092/* look at the surrounding terrain to determine 2806/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 2807 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 2808 * indicate greater hideability.
3095 */ 2809 */
3096 2810int
3097int hideability(object *ob) { 2811hideability (object *ob)
2812{
3098 int i,level=0, mflag; 2813 int i, level = 0, mflag;
3099 sint16 x,y; 2814 sint16 x, y;
3100 2815
3101 if(!ob||!ob->map) return 0; 2816 if (!ob || !ob->map)
2817 return 0;
3102 2818
3103 /* so, on normal lighted maps, its hard to hide */ 2819 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 2820 level = ob->map->darklevel () - 2;
3105 2821
3106 /* this also picks up whether the object is glowing. 2822 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 2823 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 2824 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
3110 2827
3111 /* scan through all nearby squares for terrain to hide in */ 2828 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 2838 level += 2;
3117 else /* open terrain! */ 2839 else /* open terrain! */
3118 level -= 1; 2840 level -= 1;
3119 } 2841 }
3120 2842
3121#if 0 2843#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 2845#endif
3124 return level; 2846 return level;
3125} 2847}
3126 2848
3127/* For Hidden creatures - a chance of becoming 'unhidden' 2849/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 2850 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 2851 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 2853 */
3132 2854void
3133void do_hidden_move (object *op) { 2855do_hidden_move (object *op)
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2856{
3135 object *skop; 2857 int hide = 0;
3136 2858
3137 if(!op || !op->map) return; 2859 if (!op || !op->map)
2860 return;
3138 2861
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
3140 2864
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 2865 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 2866 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 2867 if (!skop || num >= skop->level)
2868 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 2870 make_visible (op);
3146 return; 2871 return;
3147 } else num += 20;
3148 } 2872 }
2873 else
2874 num += 20;
2875
3149 num += op->map->difficulty; 2876 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 2877 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 2878 num -= hide;
2879
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
3153 make_visible(op); 2882 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2883
3155 "You moved out of hiding! You are visible!"); 2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 2886 }
3157 else if (op->type == PLAYER && skop) { 2887 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 2889}
3161 2890
3162/* determine if who is standing near a hostile creature. */ 2891/* determine if who is standing near a hostile creature. */
3163 2892
2893int
3164int stand_near_hostile( object *who ) { 2894stand_near_hostile (object *who)
2895{
3165 object *tmp=NULL; 2896 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 2897 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 2898 maptile *m;
3168 sint16 x,y; 2899 sint16 x, y;
3169 2900
3170 if(!who) return 0; 2901 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
3200} 2938}
3201 2939
3202/* check the player los field for viewability of the 2940/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 2941 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 2942 * but we dont worry if the object isnt the top one in
3205 * a pile (say a coin under a table would return "viewable" 2943 * a pile (say a coin under a table would return "viewable"
3206 * by this routine). Another question, should we be 2944 * by this routine). Another question, should we be
3207 * concerned with the direction the player is looking 2945 * concerned with the direction the player is looking
3208 * in? Realistically, most of use cant see stuff behind 2946 * in? Realistically, most of us can't see stuff behind
3209 * our backs...on the other hand, does the "facing" direction 2947 * our backs...on the other hand, does the "facing" direction
3210 * imply the way your head, or body is facing? Its possible 2948 * imply the way your head, or body is facing? It's possible
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 2949 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 2950 * -b.t.
3213 * This function is now map tiling safe. 2951 * This function is now map tiling safe.
3214 */ 2952 */
3215 2953int
3216int player_can_view (object *pl,object *op) { 2954player_can_view (object *pl, object *op)
2955{
3217 rv_vector rv; 2956 rv_vector rv;
3218 int dx,dy; 2957 int dx, dy;
3219 2958
3220 if(pl->type!=PLAYER) { 2959 if (pl->type != PLAYER)
2960 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 2961 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 2962 return -1;
3247 op = op->more;
3248 } 2963 }
2964
2965 if (!pl || !op)
3249 return 0; 2966 return 0;
2967
2968 op = op->head_ ();
2969
2970 get_rangevector (pl, op, &rv, 0x1);
2971
2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
2977 */
2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
2982
2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2984 return 1;
2985
2986 op = op->more;
2987 }
2988
2989 return 0;
3250} 2990}
3251 2991
3252/* routine for both players and monsters. We call this when 2992/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 2993 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 2994 * place or invisiblity spell. Artefact invisiblity causes
3255 * effected by this. If we arent invisible to begin with, we 2995 * "noise" instead. If we arent invisible to begin with, we
3256 * return 0. 2996 * return 0.
3257 */ 2997 */
2998int
3258int action_makes_visible (object *op) { 2999action_makes_visible (object *op)
3259 3000{
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3001 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3002 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3003 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3004 {
3005 // artefact invisibility is permanent, but we still make noise
3006 // this is important for game-balance.
3007 if (op->contr)
3008 op->make_noise ();
3009
3262 return 0; 3010 return 0;
3011 }
3263 3012
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3013 if (op->contr && op->contr->tmp_invis == 0)
3014 return 0;
3265 3015
3266 /* If monsters, they should become visible */ 3016 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3017 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3018 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3269 return 1; 3020 return 1;
3270 } 3021 }
3271 } 3022 }
3023
3272 return 0; 3024 return 0;
3273} 3025}
3274 3026
3275/* op_on_battleground - checks if the given object op (usually 3027/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3028 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3029 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3030 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3031 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3032 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3033 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3034 */
3035int
3283int op_on_battleground (object *op, int *x, int *y) { 3036op_on_battleground (object *op, int *x, int *y)
3284 object *tmp; 3037{
3285
3286 /* A battleground-tile needs the following attributes to be valid: 3038 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3039 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3040 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3041 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3042 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3043 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3044 for (object *tmp = op->below; tmp; tmp = tmp->below)
3045 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3046 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3047 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3048 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3295 strcmp(tmp->name, "battleground")==0 && 3049 && tmp->type == BATTLEGROUND
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3050 && tmp->name == shstr_battleground
3051 && EXIT_X (tmp) && EXIT_Y (tmp))
3052 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3053 /* before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3054 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3299 object *invtmp; 3055 {
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3056 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3057 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3303 if (x != NULL && y != NULL) 3059 {
3060 if (x && y)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3063 return 1;
3064 }
3065 }
3066 }
3067
3068 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3305 return 1; 3071 return 1;
3306 } 3072 }
3307 } 3073 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3074 }
3313 } 3075
3314 }
3315 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3316 return 0; 3077 return 0;
3317} 3078}
3318 3079
3319/* 3080/*
3323 * attributes: 3084 * attributes:
3324 * object *who the dragon player 3085 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3086 * int atnr the attack-number of the ability focus
3326 * int level ability level 3087 * int level ability level
3327 */ 3088 */
3089void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3090dragon_ability_gain (object *who, int atnr, int level)
3091{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3092 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3093 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3094 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3095 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3097 int i = 0, j = 0;
3335 3098
3336 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3339 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3341 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3343 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3345 3108
3346 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3347 return; 3110 return;
3348 3111
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3113
3351 3114 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3115 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3117 return;
3355 } 3118 }
3356 3119
3357 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3121 item = tr->item;
3359 3122
3360 if (item->type == SPELL) { 3123 if (item->type == SPELL)
3124 {
3361 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3362 return; 3126 return;
3363 3127
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3128 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3129 do_learn_spell (who, item, 0);
3366 return; 3130 return;
3367 } 3131 }
3368 3132
3369 /* grant direct spell */ 3133 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3134 if (item->type == SPELLBOOK)
3135 {
3371 if (!item->inv) { 3136 if (!item->inv)
3137 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3138 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3139 return;
3375 } 3140 }
3376 if (check_spell_known (who, item->inv->name)) 3141 if (check_spell_known (who, item->inv->name))
3377 return; 3142 return;
3378 if (item->invisible) { 3143 if (item->invisible)
3144 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3145 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3146 do_learn_spell (who, item->inv, 0);
3381 return; 3147 return;
3382 } 3148 }
3383 } 3149 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3150 else if (item->type == SKILL_TOOL && item->invisible)
3151 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3152 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3153 {
3386 3154
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3155 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3156 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3157 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3158 * but not all of them, he gets nothing.
3391 */ 3159 */
3392 if (!(skop->attacktype & item->attacktype)) { 3160 if (!(skop->attacktype & item->attacktype))
3161 {
3393 /* Give new attacktype */ 3162 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3163 skop->attacktype |= item->attacktype;
3395 3164
3396 /* always add physical if there's none */ 3165 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3166 skop->attacktype |= AT_PHYSICAL;
3398 3167
3399 if (item->msg != NULL) 3168 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3169 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3170
3402 /* Give player new face */ 3171 /* Give player new face */
3403 if (item->animation_id) { 3172 if (item->animation_id)
3173 {
3404 who->face = skop->face; 3174 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3175 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3176 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3177 who->last_anim = 0;
3408 who->state = 0; 3178 who->state = 0;
3409 animate_object(who, who->direction); 3179 animate_object (who, who->direction);
3410 } 3180 }
3181 }
3182 }
3411 } 3183 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3184 else if (item->type == FORCE)
3185 {
3415 /* forces in the treasurelist can alter the player's stats */ 3186 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3187 object *skin;
3188
3417 /* first get the dragon skin force */ 3189 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3419 skin=skin->below); 3191 ;
3420 if (skin == NULL) return; 3192
3421 3193 if (!skin)
3194 return;
3195
3422 /* adding new spellpath attunements */ 3196 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3198 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3199 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3200
3426 /* print message */ 3201 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3202 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3203 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3204 {
3430 if (j) 3205 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3206 {
3432 else 3207 if (j)
3433 j = 1; 3208 strcat (buf, " and ");
3209 else
3210 j = 1;
3434 strcat(buf, spellpathnames[i]); 3211 strcat (buf, spellpathnames[i]);
3435 } 3212 }
3436 } 3213 }
3437 strcat(buf,"."); 3214 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3216 }
3440 3217
3441 /* evtl. adding flags: */ 3218 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3219 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3220 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3221 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3222 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3224 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3225
3449 /* print message if there is one */ 3226 /* print message if there is one */
3450 if (item->msg != NULL) 3227 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3452 } 3231 {
3453 else {
3454 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3233 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3235 who->insert (tmp);
3458 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp);
3460 } 3236 }
3461} 3237}
3462 3238
3463/** 3239/**
3464 * Unready an object for a player. This function does nothing if the object was 3240 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3241 * not readied.
3466 */ 3242 */
3243void
3467void player_unready_range_ob(player *pl, object *ob) { 3244player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3245{
3246 if (pl->ob->current_weapon == ob)
3247 pl->ob->current_weapon = 0;
3469 3248
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3249 if (pl->combat_ob == ob)
3471 if (pl->ranges[i] == ob) { 3250 pl->combat_ob = 0;
3472 pl->ranges[i] = NULL; 3251
3473 if (pl->shoottype == i) { 3252 if (pl->ranged_ob == ob)
3474 pl->shoottype = range_none; 3253 pl->ranged_ob = 0;
3475 }
3476 }
3477 }
3478} 3254}
3255
3256sint8
3257player::darkness_at (maptile *map, int x, int y) const
3258{
3259 if (!ns)
3260 return LOS_BLOCKED;
3261
3262 int dx, dy;
3263 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3264 return LOS_BLOCKED;
3265
3266 x += dx - ns->current_x;
3267 y += dy - ns->current_y;
3268
3269 return blocked_los (x, y);
3270}
3271
3272void
3273player::infobox (const char *title, const char *msg, int color)
3274{
3275 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3276}
3277
3278void
3279player::statusmsg (const char *msg, int color)
3280{
3281 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3282}
3283
3284void
3285player::failmsg (const char *msg, int color)
3286{
3287 play_sound (sound_find ("generic_failure"));
3288 statusmsg (msg, color);
3289}
3290

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