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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.243 by root, Sat Nov 7 18:30:06 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 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name);
115
116 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob))
115 } 118 {
116 rules[0]='\0'; 119 object *tmp, *abil = 0, *skin = 0;
117 size=0; 120
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 121 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 122 if (tmp->type == FORCE)
120 continue; 123 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 124 abil = tmp;
125 else if (tmp->arch->archname == shstr_dragon_skin_force)
126 skin = tmp;
127
128 set_dragon_name (ob, abil, skin);
129 }
130
131 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
132
133 esrv_new_player (this);
134
135 ob->update_stats ();
136
137 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0);
140
141 activate ();
142
143 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this);
145}
146
147void
148player::disconnect ()
149{
150 if (ob)
151 {
152 ob->close_container (); //TODO: client-specific
153 ob->drop_unpaid_items ();
154 }
155
156 if (ns)
157 {
158 if (active)
159 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
160
161 INVOKE_PLAYER (DISCONNECT, this);
162
163 ns->reset_stats ();
164 ns->pl = 0;
165 ns = 0;
166 }
167
168 // this is important for the player scheduler to get the correct refcount
169 // when ns = 0
170 observe = viewpoint = ob;
171
172 deactivate ();
173}
174
175//-GPL
176
177// the need for this function can be explained
178// by load_object not returning the object
179void
180player::set_object (object *op)
181{
182 ob = observe = viewpoint = op;
183 ob->contr = this; /* this aren't yet in archetype */
184
185 ob->speed = 1.0f;
186 ob->speed_left = 0.5f;
187
188 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
122 { 197 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 198 case SKILL:
124 break; 199 ob->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 200 break;
167 } 201
168 strncat(news+size,buf,HUGE_BUF-size); 202 case WAND:
169 size+=strlen(buf); 203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
170 } 212 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 213
181int playername_ok(const char *cp) { 214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
182 /* Don't allow - or _ as first character in the name */ 215 ob->deactivate (); // change_weapon activates, fix this better
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189} 216}
190 217
191/* This no longer sets the player map. Also, it now updates 218void
192 * all the pointers so the caller doesn't need to do that. 219player::set_observe (object *op)
193 * Caller is responsible for setting the correct map. 220{
194 */ 221 observe = viewpoint = op ? op : ob;
222 do_los = 1;
223}
195 224
196/* Redo this to do both get_player_ob and get_player. 225void
197 * Hopefully this will be less bugfree and simpler. 226player::set_viewpoint (object *op)
198 * Returns the player structure. If 'p' is null, 227{
199 * we create a new one. Otherwise, we recycle 228 viewpoint = op ? op : (object *)observe;
200 * the one that is passed. 229 do_los = 1;
201 */ 230}
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 231
206 if (!p) { 232//+GPL
207 player *tmp;
208 233
209 p = (player *) malloc(sizeof(player)); 234player::player ()
210 if(p==NULL) 235{
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value - 236 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 237 * we deal with that below this point.
238 */ 238 */
239 p->party=NULL; 239 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 240 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 241 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 242
245#ifdef AUTOSAVE 243 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 244
247#endif 245 gen_sp_armour = 10;
246 bowtype = bow_normal;
247 petmode = pet_normal;
248 usekeys = containers;
249 peaceful = 1; /* default peaceful */
250 do_los = 1;
251
252 weapon_sp = 1.0f;
253 weapon_sp_left = 0.5f;
254}
255
256void
257player::do_destroy ()
258{
259 disconnect ();
260
261 attachable::do_destroy ();
262
263 if (ob)
248 264 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 265 ob->destroy_inv (false);
266 ob->destroy ();
250 267 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 268
260 roll_stats(op); 269 ob = observe = viewpoint = 0;
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 270}
302 271
303 272player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 273{
307 strcpy(op->contr->maplevel, first_map_path); 274 /* Clear item stack */
308 op->x = -1; 275 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312
313/* Tries to add player on the connection passwd in ns.
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317
318int add_player(NewSocket *ns) {
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 276}
342 277
343/* 278/*
344 * get_player_archetype() return next player archetype from archetype 279 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 280 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 281 * Note: there MUST be at least one player archetype!
347 */ 282 */
283static archetype *
348archetype *get_player_archetype(archetype* at) 284get_player_archetype (archetype *at)
349{ 285{
350 archetype *start = at; 286 // archetypes could have been reloaded
351 for (;;) { 287 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 288
353 at=first_archetype; 289 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 290 return at;
358 if (at == start) { 291
359 LOG (llevError, "No Player archetypes\n"); 292 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 293
361 } 294 for (;;)
362 } 295 {
363} 296 if (++i == archetypes.end ())
297 i = archetypes.begin ();
298 else if (*i == at)
299 cleanup ("not a single player archetype found");
364 300
301 if ((*i)->type == PLAYER)
302 return *i;
303 }
304}
365 305
306/* Tries to add player on the connection passed in ns.
307 * All we can really get in this is some settings like host and display
308 * mode.
309 */
310player *
311player::create ()
312{
313 player *pl = new player;
314
315 pl->set_object (arch_to_object (get_player_archetype (0)));
316
317 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */
320
321 set_first_map (pl->ob);
322
323 return pl;
324}
325
326object *
366object *get_nearest_player(object *mon) { 327get_nearest_player (object *mon)
328{
367 object *op = NULL; 329 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 330 objectlink *ol;
370 unsigned lastdist; 331 unsigned lastdist;
371 rv_vector rv; 332 rv_vector rv;
372 333
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 334 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 335 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 336 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 337 continue;
400 338
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 339 if (lastdist > rv.distance)
410 op=pl->ob; 340 {
341 op = ol->ob;
411 lastdist=rv.distance; 342 lastdist = rv.distance;
343 }
412 } 344 }
413 } 345
414 } 346 for_all_players (pl)
347 if (can_detect_enemy (mon, pl->ob, &rv))
348 if (lastdist > rv.distance)
349 {
350 op = pl->ob;
351 lastdist = rv.distance;
352 }
353
415#if 0 354#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 355 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 356#endif
418 return op; 357 return op;
419} 358}
420 359
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 360/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 361 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 362 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 376 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 377 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 378 * is probably not a good thing.
440 */ 379 */
441#define MAX_SPACES 50 380#define MAX_SPACES 50
442
443 381
444/* 382/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 383 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 384 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 385 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 398 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 399 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 400 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 401 * is blocking itself.
464 */ 402 */
403int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 404path_to_player (object *mon, object *pl, unsigned mindiff)
405{
466 rv_vector rv; 406 rv_vector rv;
467 sint16 x,y; 407 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 408 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 409 maptile *m, *lastmap;
470 410
471 get_rangevector(mon, pl, &rv, 0); 411 get_rangevector (mon, pl, &rv, 0);
472 412
473 if (rv.distance<mindiff) return 0; 413 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 414 return 0;
726}
727 415
728void confirm_password(object *op) { 416 x = mon->x;
417 y = mon->y;
418 m = mon->map;
419 dir = rv.direction;
420 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
421 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 422
730 op->contr->write_buf[0]='\0'; 423 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 424 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 425 return 0;
733}
734 426
427 while (diff > 1 && max > 0)
428 {
429 lastx = x;
430 lasty = y;
431 lastmap = m;
432 x = lastx + freearr_x[dir];
433 y = lasty + freearr_y[dir];
434
435 mflags = get_map_flags (m, &m, x, y, &x, &y);
436 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
437
438 /* Space is blocked - try changing direction a little */
439 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
440 && (m == mon->map && blocked_link (mon, m, x, y))))
441 {
442 /* recalculate direction from last good location. Possible
443 * we were not traversing ideal location before.
444 */
445 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
446 if (rv.direction != dir)
447 {
448 /* OK - says direction should be different - lets reset the
449 * the values so it will try again.
450 */
451 x = lastx;
452 y = lasty;
453 m = lastmap;
454 dir = firstdir = rv.direction;
455 }
456 else
457 {
458 /* direct path is blocked - try taking a side step to
459 * either the left or right.
460 * Note increase the values in the loop below to be
461 * more than -1/1 respectively will mean the monster takes
462 * bigger detour. Have to be careful about these values getting
463 * too big (3 or maybe 4 or higher) as the monster may just try
464 * stepping back and forth
465 */
466 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
467 {
468 if (i == 0)
469 continue; /* already did this, so skip it */
470 /* Use lastdir here - otherwise,
471 * since the direction that the creature should move in
472 * may change, you could get infinite loops.
473 * ie, player is northwest, but monster can only
474 * move west, so it does that. It goes some distance,
475 * gets blocked, finds that it should move north,
476 * can't do that, but now finds it can move east, and
477 * gets back to its original point. lastdir contains
478 * the last direction the creature has successfully
479 * moved.
480 */
481
482 x = lastx + freearr_x[absdir (lastdir + i)];
483 y = lasty + freearr_y[absdir (lastdir + i)];
484 m = lastmap;
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 continue;
488 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
489 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
490 continue;
491 if (mflags & P_BLOCKSVIEW)
492 continue;
493
494 if (m == mon->map && blocked_link (mon, m, x, y))
495 break;
496 }
497 /* go through entire loop without finding a valid
498 * sidestep to take - thus, no valid path.
499 */
500 if (i == (DETOUR_AMOUNT + 1))
501 return 0;
502 diff--;
503 lastdir = dir;
504 max--;
505 if (!firstdir)
506 firstdir = dir + i;
507 } /* else check alternate directions */
508 } /* if blocked */
509 else
510 {
511 /* we moved towards creature, so diff is less */
512 diff--;
513 max--;
514 lastdir = dir;
515 if (!firstdir)
516 firstdir = dir;
517 }
518
519 if (diff <= 1)
520 {
521 /* Recalculate diff (distance) because we may not have actually
522 * headed toward player for entire distance.
523 */
524 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
525 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
526 }
527
528 if (diff > max)
529 return 0;
530 }
531
532 /* If we reached the max, didn't find a direction in time */
533 if (!max)
534 return 0;
535
536 return firstdir;
537}
538
539void
540give_initial_items (object *pl, treasurelist *items)
541{
542 if (pl->randomitems)
543 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
544
545 for (object *next, *op = pl->inv; op; op = next)
546 {
547 next = op->below;
548
549 /* Forces get applied per default, unless they have the
550 * flag "neutral" set. Sorry but I can't think of a better way
551 */
552 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
553 SET_FLAG (op, FLAG_APPLIED);
554
555 /* we never give weapons/armour if these cannot be used
556 * by this player due to race restrictions
557 */
558 if (pl->type == PLAYER)
559 {
560 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
561 &&
562 (op->type == ARMOUR || op->type == BOOTS
563 || op->type == CLOAK || op->type == HELMET
564 || op->type == SHIELD || op->type == GLOVES
565 || op->type == BRACERS || op->type == GIRDLE))
566 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
567 {
568 op->destroy ();
569 continue;
570 }
571 }
572
573 /* Here we remove duplicated skills (as duplicated spell objects have
574 * _very_ confusing effects for players), which could for instance be
575 * generated by bad treasurelists. - elmex
576 */
577 if (op->type == SKILL)
578 {
579 for (object *tmp = op->below; tmp; tmp = tmp->below)
580 if (tmp->type == op->type && tmp->name == op->name)
581 {
582 op->destroy ();
583 LOG (llevError,
584 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
585 break;
586 }
587
588 if (op->nrof > 1)
589 op->nrof = 1;
590 }
591
592 if (op->type == SPELLBOOK && op->inv)
593 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
594
595 /* Give starting characters identified, uncursed, and undamned
596 * items. Just don't identify gold or silver, or it won't be
597 * merged properly.
598 */
599 if (need_identify (op))
600 {
601 SET_FLAG (op, FLAG_IDENTIFIED);
602 CLEAR_FLAG (op, FLAG_CURSED);
603 CLEAR_FLAG (op, FLAG_DAMNED);
604 }
605
606 if (op->type == SPELL)
607 {
608 op->destroy ();
609 continue;
610 }
611 else if (op->type == SKILL)
612 {
613 SET_FLAG (op, FLAG_CAN_USE_SKILL);
614 op->stats.exp = 0;
615 op->level = 1;
616 }
617 else /* lock all 'normal items by default */
618 SET_FLAG (op, FLAG_INV_LOCKED);
619 } /* for loop of objects in player inv */
620
621 /* Need to set up the skill pointers */
622 pl->contr->link_skills ();
623}
624
625void
735void get_party_password(object *op, partylist *party) { 626get_party_password (object *op, partylist *party)
627{
736 if (party == NULL) { 628 if (party == NULL)
629 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 630 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 631 return;
739 } 632 }
633
740 op->contr->write_buf[0]='\0'; 634 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 635 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 636 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 638}
745
746 639
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int
748int roll_stat(void) { 642roll_stat (void)
643{
749 int a[4],i,j,k; 644 int a[4], i, j, k;
750 645
751 for(i=0;i<4;i++) 646 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 647 a[i] = (int) rndm (6) + 1;
753 648
754 for(i=0,j=0,k=7;i<4;i++) 649 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 650 if (a[i] < k)
756 k=a[i],j=i; 651 k = a[i], j = i;
757 652
758 for(i=0,k=0;i<4;i++) { 653 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 654 if (i != j)
760 k+=a[i]; 655 k += a[i];
761 } 656
762 return k; 657 return k;
763} 658}
764 659
765void roll_stats(object *op) { 660void
661object::roll_stats ()
662{
663 int statsort [NUM_STATS];
664
665 for (;;)
666 {
766 int sum=0; 667 int sum = 0;
767 int i = 0, j = 0; 668 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 669 sum += statsort [i] = roll_stat ();
769 670
770 do { 671 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 672 break;
772 op->stats.Dex=roll_stat(); 673 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 674
783 /* Sort the stats so that rerolling is easier... */ 675 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 676 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 677
792 /* a quick and dirty bubblesort? */ 678 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 679 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 680
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 681 stats.exp = 0;
823 op->stats.ac=0; 682 stats.ac = 0;
824 683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
825 op->contr->levhp[1] = 9; 690 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 691 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 692 contr->levgrace[1] = 3;
828 693
829 fix_player(op); 694 contr->orig_stats = stats;
695 }
696}
697
698void
699object::swap_stats (int a, int b)
700{
701 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
702
703 for (int i = 0; i < NUM_STATS; ++i)
704 stats.stat (i) = contr->orig_stats.stat (i);
705
706 //TODO: the following code looks so borked and should, at the very least,
707 // be merged with the similar code in roll_stats
708 stats.ac = 0;
709
710 level = 1;
711 stats.exp = 0;
712 stats.ac = 0;
713
830 op->stats.hp = op->stats.maxhp; 714 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 715 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 716 stats.grace = stats.maxgrace;
717
718 if (contr)
719 {
720 contr->levhp[1] = 9;
721 contr->levsp[1] = 6;
722 contr->levgrace[1] = 3;
723
833 op->contr->orig_stats=op->stats; 724 contr->orig_stats = stats;
725 }
834} 726}
835 727
836void Roll_Again(object *op) 728static void
729start_info (object *op)
837{ 730{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 731 char buf[MAX_BUF];
846 732
847 if ( op->contr->Swap_First == -1 ) { 733 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 734 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 735}
955 736
956/* This function takes the key that is passed, and does the 737/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 738 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 739 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 740 * separate race and class; this actually changes the RACE,
960 * not the class. 741 * not the class.
961 */ 742 */
962 743void
963int key_change_class(object *op, char key) 744player::chargen_race_done ()
964{ 745{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 746 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 747 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 748
979 /* Lauwenmark : Here we handle the BORN global event */ 749 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 750 if (tl)
751 create_treasure (tl, ob, 0, 0, 0);
981 752
982 /* Lauwenmark : We then generate a LOGIN event */ 753 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 754 INVOKE_PLAYER (LOGIN, ob->contr);
755
984 op->contr->state=ST_PLAYING; 756 ob->contr->ns->state = ST_PLAYING;
985 757
986 if (op->msg) { 758 if (ob->msg)
987 free_string(op->msg); 759 ob->msg = 0;
988 op->msg=NULL;
989 }
990 760
991 /* We create this now because some of the unique maps will need it
992 * to save here.
993 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
995 make_path_to_file(buf);
996
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 761 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 762 CLEAR_FLAG (ob, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 763 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 764 esrv_send_inventory (ob, ob);
1005 fix_player(op); 765 ob->update_stats ();
1006 766
1007 /* This moves the player to a different start map, if there 767 /* This moves the player to a different start map, if there
1008 * is one for this race 768 * is one for this race
1009 */ 769 */
1010 if(*first_map_ext_path) { 770 if (*first_map_ext_path)
1011 object *tmp; 771 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 772 else
1013 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s",
1015 first_map_ext_path, op->arch->name);
1016 tmp=get_object();
1017 EXIT_PATH(tmp) = add_string(mapname);
1018 EXIT_X(tmp) = op->x;
1019 EXIT_Y(tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the
1022 * default initial map */
1023 free_object(tmp);
1024 } else {
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 773 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 774}
1027 return 0;
1028 }
1029 775
776void
777player::chargen_race_next ()
778{
1030 /* Following actually changes the race - this is the default command 779 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 780 * if we don't match with one of the options above.
1032 */ 781 */
1033 782
1034 tmp_loop = 0; 783 do
1035 while(!tmp_loop) { 784 {
1036 const char *name = add_string (op->name); 785 shstr name = ob->name;
1037 int x = op->x, y = op->y; 786 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 787
1039 remove_ob (op); 788 ob->remove_statbonus ();
789 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 790 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 791 ob->arch->copy_to (ob);
792 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 793 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 794 ob->name = ob->name_pl = name;
1044 op->name = name; 795 ob->x = x;
1045 free_string(op->name_pl); 796 ob->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 797 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 798 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 799 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 800 ob->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 801 }
802 while (!allowed_class (ob));
803
1058 update_object(op,UP_OBJ_FACE); 804 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 805 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 806 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 807 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 808 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 809 ob->stats.grace = 0;
1064 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg);
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0;
1068} 810}
1069 811
1070int key_confirm_quit(object *op, char key) 812static void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 813flee_player (object *op)
814{
1115 int dir,diff; 815 int dir, diff;
1116 rv_vector rv; 816 rv_vector rv;
1117 817
1118 if(op->stats.hp < 0) { 818 if (op->stats.hp < 0)
819 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 820 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 821 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 822 return;
823 }
824
825 if (!op->enemy)
1122 } 826 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 827 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 828 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 829 return;
1128 } 830 }
1129 831
1130 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled.
1133 */
1134 if (op->enemy->map == NULL) {
1135 CLEAR_FLAG(op, FLAG_SCARED);
1136 op->enemy=NULL;
1137 return;
1138 }
1139
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 832 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
833 {
1141 op->enemy=NULL; 834 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 835 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 836 return;
1144 } 837 }
838
1145 get_rangevector(op, op->enemy, &rv, 0); 839 get_rangevector (op, op->enemy, &rv, 0);
1146 840
1147 dir=absdir(4+rv.direction); 841 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 842 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 843 {
844 int m = 1 - rndm (2) * 2;
845
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
847 return;
848 }
849
1155 /* Cornered, get rid of scared */ 850 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 851 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 852 op->enemy = NULL;
1158} 853}
1159
1160 854
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 855/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 856 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 857 * stop.
1164 */ 858 */
859int
1165int check_pick(object *op) { 860check_pick (object *op)
861{
1166 object *tmp, *next; 862 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 863 int stop = 0;
1169 int j, k, wvratio; 864 int wvratio;
1170 char putstring[128], tmpstr[16];
1171
1172 865
1173 /* if you're flying, you cna't pick up anything */ 866 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 867 if (op->move_type & MOVE_FLYING)
1175 return 1; 868 return 1;
1176 869
1177 op_tag = op->count;
1178
1179 next = op->below; 870 next = op->below;
1180 if (next) 871
1181 next_tag = next->count; 872 int cnt = MAX_ITEM_PER_DROP;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 874
1183 /* loop while there are items on the floor that are not marked as 875 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 876 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 877 while (next && !next->destroyed ())
1186 { 878 {
1187 tmp = next; 879 tmp = next;
1188 next = tmp->below; 880 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 881
1192 if (was_destroyed (op, op_tag)) 882 if (cnt <= 0)
883 {
884 op->failmsg ("Couldn't pickup all items at once.");
885 return 0;
886 }
887
888 if (op->destroyed ())
1193 return 0; 889 return 0;
1194 890
1195 if ( ! can_pick (op, tmp)) 891 if (!can_pick (op, tmp))
1196 continue; 892 continue;
1197 893
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 894 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 895 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 896 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 897 CHK_PICK_PICKUP;
898
1202 continue; 899 continue;
1203 } 900 }
1204 901
1205 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) {
1207 switch (op->contr->mode) {
1208 case 0: return 1; /* don't pick up */
1209 case 1: pick_up (op, tmp);
1210 return 1;
1211 case 2: pick_up (op, tmp);
1212 return 0;
1213 case 3: return 0; /* stop before pickup */
1214 case 4: pick_up (op, tmp);
1215 break;
1216 case 5: pick_up (op, tmp);
1217 stop = 1;
1218 break;
1219 case 6:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1222 pick_up(op, tmp);
1223 break;
1224
1225 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp);
1228 break;
1229
1230 default:
1231 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100
1234 / (tmp->weight * MAX (tmp->nrof, 1)))
1235 >= op->contr->mode)
1236 pick_up(op,tmp);
1237 }
1238 }
1239 else { /* old model */
1240 /* NEW pickup handling */ 902 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 903 if (op->contr->mode & PU_DEBUG)
1242 { 904 {
1243 /* some debugging code to figure out item information */ 905 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 906 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 907 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 908 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 909 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 910 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 911
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 912 new_draw_info (NDI_UNIQUE, 0, op, str);
1253
1254 sprintf(putstring,"...flags: ");
1255 for(k=0;k<4;k++)
1256 {
1257 for(j=0;j<32;j++)
1258 {
1259 if((tmp->flags[k]>>j)&0x01)
1260 {
1261 sprintf(tmpstr,"%d ",k*32+j);
1262 strcat(putstring, tmpstr);
1263 }
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267
1268#if 0
1269 /* print the flags too */
1270 for(k=0;k<4;k++)
1271 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31);
1273 for(j=0;j<32;j++)
1274 {
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1276 if(!((j+1)%4))fprintf(stderr," ");
1277 }
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif
1281 } 913 }
914
915 if (op->contr->mode & PU_INHIBIT)
916 return 1;
917
918 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
919 return 1;
920
1282 /* philosophy: 921 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 922 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups 923 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 924 * and selections, select-items should be used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 925 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 926 * example.
1288 * The drawback: right now it has no frontend, so you need to 927 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then 928 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 929 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 932 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 933 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 934 * meaning if any test passes, the item gets picked up. */
1296 935
1297 /* if mode is set to pick nothing up, return */ 936 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 937 if (op->contr->mode == PU_NOTHING)
938 return 1;
1300 939
1301 /* if mode is set to stop when encountering objects, return */ 940 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 941 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 942 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 943 if (op->contr->mode & PU_STOP)
944 return 0;
1306 945
1307 /* useful for going into stores and not losing your settings... */ 946 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 947 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 948 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 949 if (op->contr->mode & PU_INHIBIT)
950 return 1;
1311 951
1312 /* prevent us from turning into auto-thieves :) */ 952 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 953 if (QUERY_FLAG (tmp, FLAG_UNPAID))
954 continue;
1314 955
1315 /* ignore known cursed objects */ 956 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 957 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
958 continue;
1317 959
1318 /* all food and drink if desired */ 960 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 961 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 962 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 963 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 964 {
965 CHK_PICK_PICKUP;
966 continue;
967 }
968
1323 if(op->contr->mode & PU_DRINK) 969 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 970 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 971 {
972 CHK_PICK_PICKUP;
973 continue;
974 }
1326 975
1327 if(op->contr->mode & PU_POTION) 976 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 977 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 978 {
979 CHK_PICK_PICKUP;
980 continue;
981 }
1330 982
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 983 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 984 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 985 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 986 {
987 CHK_PICK_PICKUP;
988 continue;
989 }
990
1335 if(op->contr->mode & PU_SKILLSCROLL) 991 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 992 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
1338 if(op->contr->mode & PU_READABLES) 998 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 999 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1341 1004
1342 /* wands/staves/rods/horns */ 1005 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1006 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1346 1012
1347 /* pick up all magical items */ 1013 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL) 1014 if (op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1351 1020
1352 if(op->contr->mode & PU_VALUABLES) 1021 if (op->contr->mode & PU_VALUABLES)
1353 { 1022 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1023 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1024 {
1025 CHK_PICK_PICKUP;
1026 continue;
1027 }
1356 } 1028 }
1357 1029
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1030 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1031 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1032 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1033 {
1034 CHK_PICK_PICKUP;
1035 continue;
1036 }
1037
1038 /* we don't forget dragon food */
1039 if (op->contr->mode & PU_FLESH)
1040 if (tmp->type == FLESH)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1362 1045
1363 /* bows and arrows. Bows are good for selling! */ 1046 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1047 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1048 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1049 {
1050 CHK_PICK_PICKUP;
1051 continue;
1052 }
1053
1367 if(op->contr->mode & PU_ARROW) 1054 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1055 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1056 {
1057 CHK_PICK_PICKUP;
1058 continue;
1059 }
1370 1060
1371 /* all kinds of armor etc. */ 1061 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1062 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1063 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1375 if(op->contr->mode & PU_HELMET) 1069 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1070 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1378 if(op->contr->mode & PU_SHIELD) 1076 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1077 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1381 if(op->contr->mode & PU_BOOTS) 1083 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1084 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1085 {
1086 CHK_PICK_PICKUP;
1087 continue;
1088 }
1089
1384 if(op->contr->mode & PU_GLOVES) 1090 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1091 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1092 {
1093 CHK_PICK_PICKUP;
1094 continue;
1095 }
1096
1387 if(op->contr->mode & PU_CLOAK) 1097 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1098 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1099 {
1100 CHK_PICK_PICKUP;
1101 continue;
1102 }
1390 1103
1391 /* hoping to catch throwing daggers here */ 1104 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1105 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1106 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1107 {
1108 CHK_PICK_PICKUP;
1109 continue;
1110 }
1395 1111
1396 /* careful: chairs and tables are weapons! */ 1112 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1113 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1114 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1115 if (tmp->type == WEAPON)
1400 { 1116 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1117 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1118 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1119 continue;
1404 } 1120 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 } 1121 }
1412 1122
1413 /* misc stuff that's useful */ 1123 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1124 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1125 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1126 {
1127 CHK_PICK_PICKUP;
1128 continue;
1129 }
1417 1130
1418 /* any of the last 4 bits set means we use the ratio for value 1131 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1132 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1133 if (op->contr->mode & PU_RATIO)
1421 { 1134 {
1422 /* use value density to decide what else to grab */ 1135 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1136 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1137 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */ 1138 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1139 wvratio = op->contr->mode & PU_RATIO;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1140 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1428 { 1141 {
1429 pick_up(op, tmp);
1430#if 0 1142#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1143 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1144 if (tmp->name != NULL)
1145 {
1433 fprintf(stderr,"%s", tmp->name); 1146 fprintf (stderr, "%s", tmp->name);
1434 } 1147 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1148 else
1149 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1150 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1151 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1438#endif 1152#endif
1439 continue; 1153 CHK_PICK_PICKUP;
1440 } 1154 continue;
1155 }
1156 } /* the new pickup model */
1441 } 1157 }
1442 } /* the new pickup model */ 1158
1443 }
1444 return ! stop; 1159 return !stop;
1160}
1161
1162/* routine for both players and monsters. We call this when
1163 * there is a possibility for our action distrubing our hiding
1164 * place or invisiblity spell. Artefact invisiblity causes
1165 * "noise" instead. If we arent invisible to begin with, we
1166 * return 0.
1167 */
1168static int
1169action_makes_visible (object *op)
1170{
1171 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1172 {
1173 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1174 {
1175 // artefact invisibility is permanent, but we still make noise
1176 // this is important for game-balance.
1177 if (op->contr)
1178 op->make_noise ();
1179
1180 return 0;
1181 }
1182
1183 if (op->contr && op->contr->tmp_invis == 0)
1184 return 0;
1185
1186 /* If monsters, they should become visible */
1187 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1190 return 1;
1191 }
1192 }
1193
1194 return 0;
1445} 1195}
1446 1196
1447/* 1197/*
1448 * Find an arrow in the inventory and after that 1198 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1199 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1200 * found object is returned.
1451 */ 1201 */
1202static object *
1452object *find_arrow(object *op, const char *type) 1203find_arrow (object *op, const char *type)
1453{ 1204{
1454 object *tmp = NULL; 1205 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1206 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1207 return splay (tmp);
1455 1208
1456 for(op=op->inv; op; op=op->below) 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1210 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1211 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1212 {
1460 else if (op->type==ARROW && op->race==type) 1213 splay (tmp);
1214 return arrow;
1215 }
1216
1461 return op; 1217 return 0;
1462 return tmp;
1463} 1218}
1464 1219
1465/* 1220/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1221 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1222 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1223 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1224 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1225 */
1471 1226static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1227find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1228{
1474 object *tmp = NULL, *arrow, *ntmp; 1229 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1230 int attacknum, attacktype, betterby = 0, i;
1476 1231
1477 if (!type) 1232 if (!type)
1478 return NULL; 1233 return NULL;
1479 1234
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1235 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1236 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1237 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1238 {
1239 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1240 ntmp = find_better_arrow (arrow, target, type, &i);
1241
1485 if (i > betterby) { 1242 if (i > betterby)
1486 tmp = ntmp; 1243 {
1487 betterby = i; 1244 tmp = ntmp;
1488 } 1245 betterby = i;
1246 }
1247 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1248 else if (arrow->type == ARROW && arrow->race == type)
1249 {
1490 /* allways prefer assasination/slaying */ 1250 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1251 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1252 {
1493 if (arrow->attacktype & AT_DEATH) { 1253 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1254 {
1495 return arrow; 1255 *better = 100;
1496 } else { 1256 return arrow;
1497 tmp = arrow; 1257 }
1258 else
1259 {
1260 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1261 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1262 }
1500 } else { 1263 }
1264 else
1265 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1266 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1267 {
1502 attacktype = 1<<attacknum; 1268 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1269 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1270 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1271 {
1272 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1273 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1274 }
1508 } 1275 }
1276
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1277 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1278 {
1279 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1280 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1281 }
1282
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1283 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1284 {
1285 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1286 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1287 }
1288 }
1289 }
1517 } 1290 }
1518 } 1291
1519 }
1520 if (tmp == NULL && arrow == NULL) 1292 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1293 return find_arrow (op, type);
1522 1294
1523 *better = betterby; 1295 *better = betterby;
1524 return tmp; 1296 return tmp;
1525} 1297}
1526 1298
1527/* looks in a given direction, finds the first valid target, and calls 1299/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1300 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1301 * op = the shooter
1530 * type = bow->race 1302 * type = bow->race
1531 * dir = fire direction 1303 * dir = fire direction
1532 */ 1304 */
1533 1305static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1306pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1307{
1536 object *tmp = NULL; 1308 object *tmp = NULL;
1537 mapstruct *m; 1309 maptile *m;
1538 int i, mflags, found, number; 1310 int i, mflags, found, number;
1539 sint16 x, y; 1311 sint16 x, y;
1540 1312
1541 if (op->map == NULL) 1313 if (op->map == NULL)
1542 return find_arrow(op, type); 1314 return find_arrow (op, type);
1543 1315
1544 /* do a dex check */ 1316 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1317 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1318 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1319 return find_arrow (op, type);
1548 1320
1549 m = op->map; 1321 m = op->map;
1550 x = op->x; 1322 x = op->x;
1551 y = op->y; 1323 y = op->y;
1552 1324
1553 /* find the first target */ 1325 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1326 for (i = 0, found = 0; i < 20; i++)
1327 {
1555 x += freearr_x[dir]; 1328 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1329 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1330 mflags = get_map_flags (m, &m, x, y, &x, &y);
1331
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1332 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1333 {
1560 break; 1334 tmp = 0;
1335 break;
1336 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1337 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1338 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1339 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1340 * perhaps a bad assumption.
1564 */ 1341 */
1565 tmp = NULL; 1342 tmp = 0;
1566 break; 1343 break;
1567 } 1344 }
1345
1568 if (mflags & P_IS_ALIVE) { 1346 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1347 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1348 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1349 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1350 }
1578 if (tmp == NULL) 1351
1352 if (!tmp)
1579 return find_arrow(op, type); 1353 return find_arrow (op, type);
1580 1354
1581 if (tmp->head) 1355 if (tmp->head)
1582 tmp = tmp->head; 1356 tmp = tmp->head;
1583 1357
1584 return find_better_arrow(op, tmp, type, &i); 1358 return find_better_arrow (op, tmp, type, &i);
1585} 1359}
1586 1360
1587/* 1361/*
1588 * Creature fires a bow - op can be monster or player. Returns 1362 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1363 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1366 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1367 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1368 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1369 * player fire modes.
1596 */ 1370 */
1371int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1372fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1373{
1600 object *left, *bow; 1374 object *left, *bow;
1601 tag_t left_tag, tag; 1375 int mflags;
1602 int bowspeed, mflags; 1376 maptile *m;
1603 mapstruct *m;
1604 1377
1605 if (!dir) { 1378 if (!dir)
1379 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1380 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1381 return 0;
1382 }
1383
1384 if (op->contr)
1385 bow = op->current_weapon;
1386 else
1608 } 1387 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1388 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1389 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1390 * don't need to switch back and forth between bows and weapons.
1615 */ 1391 */
1616 if(bow->type==BOW) 1392 if (bow->type == BOW)
1617 break; 1393 break;
1618 1394
1619 if (!bow) { 1395 if (!bow)
1396 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1397 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1398 return 0;
1622 } 1399 }
1400
1401 // optimisation: move object to top so we will find it quickly again
1402 splay (bow);
1623 } 1403 }
1404
1624 if( !bow->race || !bow->skill) { 1405 if (!bow->race || !bow->skill)
1406 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1407 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1408 return 0;
1627 } 1409 }
1628 1410
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630
1631 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1634 if (bowspeed < 1)
1635 bowspeed = 1;
1636
1637 if (arrow == NULL) { 1411 if (arrow == NULL)
1412 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1413 if ((arrow = find_arrow (op, bow->race)) == NULL)
1414 {
1639 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1416 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1417 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1418 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1419 CLEAR_FLAG (op, FLAG_READY_BOW);
1420
1645 return 0; 1421 return 0;
1646 } 1422 }
1647 } 1423 }
1424
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1425 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1426 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1427 return 0;
1651 } 1428
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1429 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1430 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1432 return 0;
1655 } 1433 }
1656 1434
1657 /* this should not happen, but sometimes does */ 1435 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1436 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1437 {
1438 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1439 arrow->destroy ();
1440 return 0;
1441 }
1663 1442
1664 left = arrow; /* these are arrows left to the player */ 1443 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1444 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1445 if (!arrow)
1667 if (arrow == NULL) { 1446 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1447 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1448 return 0;
1670 return 0;
1671 } 1449 }
1672 set_owner(arrow, op); 1450
1673 if (arrow->skill) free_string(arrow->skill); 1451 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1452 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1453 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1454
1680 if (op->type == PLAYER) {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1682 fix_player(op);
1683 }
1684
1685 SET_ANIMATION(arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1455 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1456 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1457 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1458 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1459
1692 /* Note that this was different for monsters - they got their level 1460#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1461 if (player *pl = op->contr)
1694 */
1695 1462 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1463 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1464
1465 /* penalize ROF for bestarrow */
1466 if (pl->bowtype == bow_bestarrow)
1467 speed *= .9f;
1468 else
1469 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1470
1471 op->speed_left += speed - op->speed;
1472 }
1473#endif
1474
1475 SET_ANIMATION (arrow, arrow->direction);
1476
1700 /* update the speed */ 1477 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1478 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1702 0 : dam_bonus[op->stats.Str]) + 1479 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1480
1706 if (arrow->speed < 1.0) 1481 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1482 arrow->speed_left = 0;
1710 1483
1484 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1485
1711 if (op->type == PLAYER) { 1486 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1487 {
1713 (op->chosen_skill?op->chosen_skill->level:op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1488 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1489 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1490
1491 if (!arrow->slaying)
1492 arrow->slaying = op->slaying;
1493
1494 arrow->attacktype |= op->attacktype;
1495 }
1496 else
1497 {
1722 arrow->level = op->level; 1498 arrow->level = op->level;
1723 } 1499 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1500
1501 if (!arrow->slaying)
1502 arrow->slaying = bow->slaying;
1503
1725 arrow->attacktype |= bow->attacktype; 1504 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1505 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1506
1729 arrow->map = m; 1507 wc -= arrow->level;
1508 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1509
1510 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1511 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1512 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1513
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1514 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1515 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1516
1737 if (!was_destroyed(arrow, tag)) 1517 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1518 move_arrow (arrow);
1739 1519
1740 if (op->type == PLAYER) {
1741 if (was_destroyed (left, left_tag))
1742 esrv_del_item(op->contr, left_tag);
1743 else
1744 esrv_send_item(op, left);
1745 }
1746 return 1; 1520 return 1;
1747} 1521}
1748 1522
1749/* Special fire code for players - this takes into 1523/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1524 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1525 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1526 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1527 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1528 * hence the function name.
1755 */ 1529 */
1530static int
1756int player_fire_bow(object *op, int dir) 1531player_fire_bow (object *op, int dir)
1757{ 1532{
1758 int ret=0, wcmod=0; 1533 int ret;
1759 1534
1760 if (op->contr->bowtype == bow_bestarrow) { 1535 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1536 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1537 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1538 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1539 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1540 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1541 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1766 wcmod =-1;
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1542 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1543 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1544 else if (op->contr->bowtype == bow_threewide)
1545 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1546 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1547 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1548 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1549 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1550 else if (op->contr->bowtype == bow_spreadshot)
1551 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1552 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1553 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1554 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1555 }
1778 } else { 1556 else
1557 {
1779 /* Simple case */ 1558 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1560 }
1561
1782 return ret; 1562 return ret;
1783} 1563}
1784
1785 1564
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1565/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1566 * Broken apart from 'fire' to keep it more readable.
1788 */ 1567 */
1568static void
1789void fire_misc_object(object *op, int dir) 1569fire_misc_object (object *op, int dir)
1790{ 1570{
1791 object *item; 1571 object *item = op->contr->ranged_ob;
1792 1572
1793 if (!op->contr->ranges[range_misc]) { 1573 if (!item)
1574 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1576 return;
1796 } 1577 }
1797 1578
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1579 if (!item->inv)
1580 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1581 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1582 return;
1802 } 1583 }
1803 if (item->type == WAND) { 1584
1804 if(item->stats.food<=0) { 1585 if (!op->change_weapon (item))
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1807 return; 1586 return;
1808 } 1587
1588 if (item->type == WAND)
1589 {
1590 if (item->stats.food <= 0)
1591 {
1592 op->contr->play_sound (sound_find ("wand_poof"));
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1594
1595 return;
1596 }
1597 }
1598 else if (item->type == ROD || item->type == HORN)
1599 {
1600 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1601
1602 // using the maximum of the rods charge allows at least one spell cast
1603 // for a rod or horn, this fixes some broken rods.
1604 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1605 {
1606 op->contr->play_sound (sound_find ("wand_poof"));
1607
1608 if (item->type == ROD)
1609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1610 else
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1612
1613 return;
1614 }
1615 }
1616
1617 if (cast_spell (op, item, dir, item->inv, NULL))
1618 {
1619 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1620
1621 if (item->type == WAND)
1622 {
1623 if (!(--item->stats.food))
1624 {
1625 object *tmp;
1626
1627 if (item->arch)
1628 {
1629 CLEAR_FLAG (item, FLAG_ANIMATE);
1630 item->face = item->arch->face;
1631 item->set_speed (0);
1632 }
1633
1634 if (object *pl = item->visible_to ())
1635 esrv_update_item (UPD_ANIM, pl, item);
1636 }
1637 }
1809 } else if (item->type == ROD || item->type==HORN) { 1638 else if (item->type == ROD || item->type == HORN)
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1812 if (item->type== ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op,
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1815 else
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return;
1819 }
1820 }
1821
1822 if(cast_spell(op,item,dir,item->inv,NULL)) {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) {
1825 if (!(--item->stats.food)) {
1826 object *tmp;
1827 if (item->arch) {
1828 CLEAR_FLAG(item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face;
1830 item->speed = 0;
1831 update_ob_speed(item);
1832 }
1833 if ((tmp=is_player_inv(item)))
1834 esrv_update_item(UPD_ANIM, tmp, item);
1835 }
1836 }
1837 else if (item->type == ROD || item->type==HORN) {
1838 drain_rod_charge(item); 1639 drain_rod_charge (item);
1839 }
1840 } 1640 }
1841} 1641}
1842 1642
1843/* Received a fire command for the player - go and do it. 1643/* Received a fire command for the player - go and do it.
1844 */ 1644 */
1645bool
1845void fire(object *op,int dir) { 1646fire (object *op, int dir)
1647{
1846 int spellcost=0; 1648 int spellcost = 0;
1847 1649
1650 player *pl = op->contr;
1651
1652 if (pl->golem)
1653 {
1654 control_golem (op->contr->golem, dir);
1655 return false;
1656 }
1657
1658 object *ob = pl->ranged_ob;
1659
1660 if (!ob)
1661 return false;
1662
1663 if (op->speed_left > 0.f)
1664 --op->speed_left;
1665 else
1666 return false;
1667
1668 if (!op->change_weapon (ob))
1669 return false;
1670
1848 /* check for loss of invisiblity/hide */ 1671 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1672 if (action_makes_visible (op))
1673 make_visible (op);
1850 1674
1851 switch(op->contr->shoottype) { 1675 switch (ob->type)
1852 case range_none: 1676 {
1853 return; 1677 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1678 player_fire_bow (op, dir);
1857 return; 1679 break;
1858 1680
1859 case range_magic: /* Casting spells */ 1681 case SPELL:
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1682 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 return; 1683 break;
1862 1684
1863 case range_misc: 1685 case BUILDER:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir ); 1686 apply_map_builder (op, dir);
1687 break;
1688
1689 case SKILL:
1690 do_skill (op, op, ob, dir, 0);
1691 break;
1692
1693 default:
1694 fire_misc_object (op, dir);
1695 break;
1696 }
1697
1698 return true;
1699}
1700
1701static object *
1702find_key_ (object *pl, object *container, object *door)
1703{
1704 object *tmp, *key;
1705
1706 /* Should not happen, but sanity checking is never bad */
1707 if (!container->inv)
1708 return 0;
1709
1710 /* First, lets try to find a key in the top level inventory */
1711 for (tmp = container->inv; tmp; tmp = tmp->below)
1712 {
1713 if (door->type == DOOR && tmp->type == KEY)
1714 break;
1715
1716 /* For sanity, we should really check door type, but other stuff
1717 * (like containers) can be locked with special keys
1718 */
1719 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1720 break;
1721 }
1722
1723 /* No key found - lets search inventories now */
1724 /* If we find and use a key in an inventory, return at that time.
1725 * otherwise, if we search all the inventories and still don't find
1726 * a key, return
1727 */
1728 if (!tmp)
1729 {
1730 for (tmp = container->inv; tmp; tmp = tmp->below)
1731 /* No reason to search empty containers */
1732 if (tmp->type == CONTAINER && tmp->inv)
1733 if ((key = find_key_ (pl, tmp, door)))
1734 return key;
1735
1736 if (!tmp)
1888 return; 1737 return 0;
1889 default: 1738 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1739
1891 return; 1740 /* We get down here if we have found a key. Now if its in a container,
1741 * see if we actually want to use it
1742 */
1743 if (pl != container)
1892 } 1744 {
1893} 1745 /* Only let players use keys in containers */
1746 if (!pl->contr)
1747 return 0;
1894 1748
1749 /* cases where this fails:
1750 * If we only search the player inventory, return now since we
1751 * are not in the players inventory.
1752 * If the container is not active, return now since only active
1753 * containers can be used.
1754 * If we only search keyrings and the container does not have
1755 * a race/isn't a keyring.
1756 * No checking for all containers - to fall through past here,
1757 * inv must have been an container and must have been active.
1758 *
1759 * Change the color so that the message doesn't disappear with
1760 * all the others.
1761 */
1762 if (pl->contr->usekeys == key_inventory
1763 || !QUERY_FLAG (container, FLAG_APPLIED)
1764 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1765 {
1766 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1767 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1768 return NULL;
1769 }
1770 }
1895 1771
1772 return tmp;
1773}
1896 1774
1897/* find_key 1775/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1776 * We try to find a key for the door as passed. If we find a key
1899 * and successfully use it, we return the key, otherwise NULL 1777 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1778 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1780 * pl is the player,
1903 * inv is the objects inventory to searched 1781 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1782 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1783 * This function can be called recursively to search containers.
1906 */ 1784 */
1907 1785object *
1908object * find_key(object *pl, object *container, object *door) 1786find_key (object *pl, object *container, object *door)
1909{ 1787{
1910 object *tmp,*key; 1788 if (door->slaying && is_match_expr (door->slaying))
1911
1912 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL;
1914
1915 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1917 if (door->type==DOOR && tmp->type==KEY) break;
1918 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys
1920 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1922 tmp->slaying==door->slaying) break;
1923 } 1789 {
1924 /* No key found - lets search inventories now */ 1790 // for match expressions, we try to find the key by applying the match
1925 /* If we find and use a key in an inventory, return at that time. 1791 // to the op itself, which is supposed to find the "key", instead
1926 * otherwise, if we search all the inventories and still don't find 1792 // of searching through containers ourselves.
1927 * a key, return 1793
1928 */ 1794 return match_one (door->slaying, container, door, pl, pl);
1929 if (!tmp) {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1931 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) {
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1934 } 1795 }
1935 } 1796 else
1936 if (!tmp) return NULL; 1797 return find_key_ (pl, container, door);
1937 }
1938 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it
1940 */
1941 if (pl!=container) {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL;
1944 /* cases where this fails:
1945 * If we only search the player inventory, return now since we
1946 * are not in the players inventory.
1947 * If the container is not active, return now since only active
1948 * containers can be used.
1949 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active.
1953 *
1954 * Change the color so that the message doesn't disappear with
1955 * all the others.
1956 */
1957 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings &&
1960 (!container->race || strcmp(container->race, "keys")))
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door",
1964 query_name(tmp), query_name(container));
1965 return NULL;
1966 }
1967 }
1968 return tmp;
1969} 1798}
1970 1799
1971/* moved door processing out of move_player_attack. 1800/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1801 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1802 * such that the caller should not do anything more,
1974 * 0 otherwise 1803 * 0 otherwise
1975 */ 1804 */
1805static int
1976static int player_attack_door(object *op, object *door) 1806player_attack_door (object *op, object *door)
1977{ 1807{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1808 /* If its a door, try to find a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1809 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1810 * otherwise, we fall through to the rest of the code.
1982 */ 1811 */
1983 object *key=find_key(op, op, door); 1812 object *key = find_key (op, op, door);
1984 1813
1985 /* IF we found a key, do some extra work */ 1814 /* If we found a key, do some extra work */
1986 if (key) { 1815 if (key)
1816 {
1987 object *container=key->env; 1817 object *container = key->env;
1988 1818
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1819 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1820 make_visible (op);
1821
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1822 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1823 spring_trap (door->inv, op);
1824
1992 if (door->type == DOOR) { 1825 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1826 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1827 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1828 {
1997 "You open the door with the %s", query_short_name(key)); 1829 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1830 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1831 }
1832
2000 /* Do this after we print the message */ 1833 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1834 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1835
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1836 return 1; /* Nothing more to do below */
1837 }
2006 } else if (door->type==LOCKED_DOOR) { 1838 else if (door->type == LOCKED_DOOR)
1839 {
2007 /* Might as well return now - no other way to open this */ 1840 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1841 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1842 return 1;
2010 } 1843 }
1844
2011 return 0; 1845 return 0;
2012} 1846}
2013 1847
2014/* This function is just part of a breakup from move_player. 1848/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1849 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1850 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1851 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1852 * going to try and move (not fire weapons).
2019 */ 1853 */
2020 1854bool
2021void move_player_attack(object *op, int dir) 1855move_player_attack (object *op, int dir)
2022{ 1856{
2023 object *tmp, *mon, *tpl; 1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2024 sint16 nx, ny; 1858 {
1859 --op->speed_left;
1860 return true;
1861 }
1862
2025 int on_battleground; 1863 int on_battleground;
2026 mapstruct *m;
2027 1864
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1865 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1866 sint16 ny = freearr_y[dir] + op->y;
2032 1867
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1868 on_battleground = op_on_battleground (op, 0, 0);
2034 1869
1870 if (out_of_map (op->map, nx, ny))
1871 return false;
1872
2035 /* If braced, or can't move to the square, and it is not out of the 1873 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 1874 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 1875 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 1876 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 1877 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 1878 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 1879 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1880 * move_ob uses.
2043 */ 1881 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1882 maptile *m = op->map->xy_find (nx, ny);
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2053 return;
2054 }
2055 1883
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 1884 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 1885 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 1886 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 1887 * on the space
2061 */ 1888 */
2062 while (tmp!=NULL) { 1889 object *mon;
2063 if (tmp == op) { 1890 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1891 {
2065 continue; 1892 if ((mon->flag [FLAG_ALIVE]
1893 || mon->type == LOCKED_DOOR
1894 || mon->flag [FLAG_CAN_ROLL])
1895 && mon != op)
1896 break;
2066 } 1897 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1898
2068 mon = tmp;
2069 break;
2070 }
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2072 mon = tmp;
2073 tmp=tmp->above;
2074 }
2075
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 1899 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 1900 return false; /* into a wall */
2078 1901
2079 if(mon->head != NULL)
2080 mon = mon->head; 1902 mon = mon->head_ ();
2081 1903
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1904 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1905 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1906 if (player_attack_door (op, mon))
1907 {
1908 --op->contr->weapon_sp_left;
1909 return true;
1910 }
2084 1911
2085 /* The following deals with possibly attacking peaceful 1912 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1913 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1914 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1915 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1916 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1917 * and thus will not push them.
2091 */ 1918 */
2092 1919
2093 /* If the creature is a pet, push it even if the player is not 1920 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 1921 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1922 * player owns it and it is either friendly or unagressive.
2096 */ 1923 */
2097 if ((op->type==PLAYER) 1924 if (op->type == PLAYER
2098#if COZY_SERVER 1925 && ((mon->owner && mon->owner->contr
2099 &&
2100 (
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1926 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1927 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1928 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 1929 {
2110 /* If we're braced, we don't want to switch places with it */ 1930 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1931 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1932 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 1933
1934 if (op->speed_left > 0.f)
1935 {
1936 --op->speed_left;
1937
1938 op->play_sound (sound_find ("push_player"));
1939 push_ob (mon, dir, op);
1940
1941 if (action_makes_visible (op))
1942 make_visible (op);
1943
1944 return true;
1945 }
1946 else
1947 return false;
1948 }
1949
2118 /* in certain circumstances, you shouldn't attack friendly 1950 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1951 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1952 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1953 * attack them either.
2122 */ 1954 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1955 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1956 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 1957 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1958 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1959 && !on_battleground))
1960 {
1961 if (op->speed_left > 0.f)
1962 {
1963 --op->speed_left;
1964
1965 if (!op->contr->braced)
2132 )) { 1966 {
2133 if (!op->contr->braced) { 1967 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1968 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1969 }
2136 } else { 1970 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1971 op->statusmsg ("You withhold your attack");
1972
1973 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1974 make_visible (op);
1975
1976 return true;
1977 }
2138 } 1978 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141
2142 /* If the object is a boulder or other rollable object, then 1979 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 1980 * roll it if not braced. You can't roll it if you are braced.
2144 */ 1981 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1982 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1983 {
1984 if (op->speed_left > 0.f)
1985 {
1986 --op->speed_left;
1987
2146 recursive_roll(mon,dir,op); 1988 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 1989 if (action_makes_visible (op))
2148 } 1990 make_visible (op);
2149 1991
1992 return true;
1993 }
1994 }
2150 /* Any generic living creature. Including things like doors. 1995 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 1996 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 1997 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 1998 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 1999 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2000 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2001 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2002 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2003 {
2004 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2005 {
2006 --op->contr->weapon_sp_left;
2160 2007
2161 /* If the player hasn't hit something this tick, and does 2008 skill_attack (mon, op, 0, 0, 0);
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit) {
2167 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2009
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2170 } 2015 }
2171 2016
2172 skill_attack(mon, op, 0, NULL, NULL); 2017 return false;
2173
2174 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is
2177 * the wiz.
2178 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2181 short luck = mon->stats.luck;
2182 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL);
2184 mon->stats.luck = luck;
2185 }
2186 if(action_makes_visible(op)) make_visible(op);
2187 }
2188 } /* if player should attack something */
2189} 2018}
2190 2019
2020bool
2191int move_player(object *op,int dir) { 2021move_player (object *op, int dir)
2192 int pick; 2022{
2193 object *transport = op->contr->transport; 2023 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2194
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2024 return 0;
2025
2026 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9))
2028 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0;
2031 }
2032
2033 /* peterm: added following line */
2034 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2035 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2036
2037 op->facing = dir;
2038
2039 if (op->flag [FLAG_HIDDEN])
2040 do_hidden_move (op);
2041
2042 bool retval;
2043 int pick = 0;
2044
2045 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2046 retval = RESULT_INT (0);
2047 else if (op->contr->fire_on)
2048 retval = fire (op, dir);
2049 else
2050 {
2051 retval = move_player_attack (op, dir);
2052 pick = check_pick (op);
2053 }
2054
2055 /* Add special check for newcs players and fire on - this way, the
2056 * server can handle repeat firing.
2057 */
2058 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2059 op->direction = dir;
2060 else
2061 op->direction = 0;
2062
2063 /* Update how the player looks. Use the facing, so direction may
2064 * get reset to zero. This allows for full animation capabilities
2065 * for players.
2066 */
2067 animate_object (op, op->facing);
2068
2069 return retval;
2257} 2070}
2258 2071
2259/* This is similar to handle_player, below, but is only used by the 2072/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2073 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2074 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2075 * the new speed values for commands.
2263 * 2076 *
2264 * Returns true if there are more actions we can do. 2077 * Returns true if there are more actions we can do. Should not do
2078 * many actions in a row, as that would be too unfair to other
2079 * players.
2265 */ 2080 */
2081bool
2266int handle_newcs_player(object *op) 2082handle_newcs_player (object *op)
2267{ 2083{
2268 if (op->contr->hidden) {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2) op->invisible--;
2275 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2277 op->invisible--;
2278 if(!op->invisible) {
2279 make_visible(op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2084 if (QUERY_FLAG (op, FLAG_SCARED))
2285 flee_player(op);
2286 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) {
2288 op->speed_left--;
2289 return 0;
2290 }
2291 } 2085 {
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089 flee_player (op);
2292 2090
2293 /* I've been seeing crashes where the golem has been destroyed, but 2091 return true;
2294 * the player object still points to the defunct golem. The code that 2092 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2093 else
2296 * put this in a a workaround to clean up the golem pointer. 2094 return false;
2297 */
2298 if (op->contr->ranges[range_golem] &&
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL;
2302 op->contr->golem_count = 0;
2303 } 2095 }
2304 2096
2305 /* call this here - we also will call this in do_ericserver, but 2097 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2098 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2099 * called, so we recheck it here.
2308 */ 2100 */
2309 HandleClient(&op->contr->socket, op->contr); 2101 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2102 return true;
2311 2103
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2104 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction); 2105 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2106
2322 else return 0; 2107 return false;
2323 } 2108}
2109
2110static int
2111save_life (object *op)
2112{
2113 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2114 return 0;
2325}
2326 2115
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2116 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2117 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2119 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2120 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2121
2339 if (op->contr) 2122 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2123 CLEAR_FLAG (op, FLAG_LIFESAVE);
2124
2344 if(op->stats.hp<0) 2125 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2126 op->stats.hp = op->stats.maxhp;
2127
2346 if(op->stats.food<0) 2128 if (op->stats.food < 0)
2347 op->stats.food = 999; 2129 op->stats.food = 999;
2348 fix_player(op); 2130
2131 op->update_stats ();
2349 return 1; 2132 return 1;
2350 } 2133 }
2134
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2135 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2136 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2137 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2138 return 0;
2355} 2139}
2356 2140
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2141/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2142 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2143 * function will descend into containers. op is the object to start the search
2360 * from. 2144 * from.
2361 */ 2145 */
2146static void
2362void remove_unpaid_objects(object *op, object *env) 2147drop_unpaid_items (object *op, object *env)
2363{ 2148{
2364 object *next;
2365
2366 while (op) { 2149 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2150 {
2368 * we remove object 'op' 2151 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2152
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2153 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2154 op->insert_at (env);
2372 op->x = env->x; 2155 else if (op->inv)
2373 op->y = env->y; 2156 drop_unpaid_items (op->inv, env);
2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2157
2383 2158 op = next;
2384/*
2385 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory.
2390 */
2391char *gravestone_text (object *op)
2392{
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", op->name);
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2408 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 if (op->type == PLAYER) {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 } 2159 }
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf);
2418 return buf2;
2419} 2160}
2420 2161
2162void
2163object::drop_unpaid_items ()
2164{
2165 if (!flag [FLAG_REMOVED])
2166 ::drop_unpaid_items (inv, this);
2167}
2421 2168
2422 2169void
2423void do_some_living(object *op) { 2170do_some_living (object *op)
2171{
2424 int last_food=op->stats.food; 2172 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2173 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2174 int over_hp, over_sp, over_grace;
2427 int i; 2175 int i;
2428 int rate_hp = 1200; 2176 int rate_hp = 1200;
2429 int rate_sp = 2500; 2177 int rate_sp = 2500;
2430 int rate_grace = 2000; 2178 int rate_grace = 2000;
2431 const int max_hp = 1; 2179 const int max_hp = 1;
2432 const int max_sp = 1; 2180 const int max_sp = 1;
2433 const int max_grace = 1; 2181 const int max_grace = 1;
2434 2182
2435 if (op->contr->outputs_sync) { 2183 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2184 {
2437 if (op->contr->outputs[i].buf!=NULL && 2185 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2186 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2187 * depending on the value of invisible, so we need to
2188 * alternate it here for it to work correctly.
2189 */
2190 if (pticks & 2)
2191 op->invisible--;
2440 } 2192 }
2193 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2194 {
2195 if (!op->invisible--)
2196 {
2197 make_visible (op);
2198 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2199 }
2200 }
2441 2201
2442 if(op->contr->state==ST_PLAYING) { 2202 if (op->contr->ns->state == ST_PLAYING)
2443 2203 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2204 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2205 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 )
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2448 else {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2451 }
2452 if(op->contr->gen_sp >= 0 )
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2454 else {
2455 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2457 }
2458 if(op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2460 else {
2461 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2463 }
2464
2465 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) {
2469 op->stats.sp++;
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2472 op->stats.food--;
2473 if(op->contr->digestion<0)
2474 op->stats.food+=op->contr->digestion;
2475 else if(op->contr->digestion>0 &&
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food;
2478 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498
2499 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2501 if(--op->last_grace<0) {
2502 if(op->stats.grace<op->stats.maxgrace/2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2506 if (over_grace > 0) {
2507 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2509 op->last_grace=0;
2510 } else {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2512 }
2513 } else {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) {
2521 if(op->stats.hp<op->stats.maxhp) {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2525 op->stats.food--;
2526 if(op->contr->digestion<0)
2527 op->stats.food+=op->contr->digestion;
2528 else if(op->contr->digestion>0 &&
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food;
2531 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546
2547 /* Digestion */
2548 if(--op->last_eat<0) {
2549#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0,
2552 penalty=dg<0?-dg:0;
2553#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif
2557
2558 if(op->contr->gen_hp > 0) 2206 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2207 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2208 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2209 {
2210 gen_hp = op->stats.maxhp;
2211 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2212 }
2213
2214 if (op->contr->gen_sp >= 0)
2215 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2216 else
2217 {
2218 gen_sp = op->stats.maxsp;
2219 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2220 }
2221
2222 if (op->contr->gen_grace >= 0)
2223 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2224 else
2225 {
2226 gen_grace = op->stats.maxgrace;
2227 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2228 }
2229
2230 /* Regenerate Grace */
2231 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2232 if (--op->last_grace < 0)
2233 {
2234 if (op->stats.grace < op->stats.maxgrace / 2)
2235 op->stats.grace++; /* no penalty in food for regaining grace */
2236
2237 if (max_grace > 1)
2238 {
2239 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2240 if (over_grace > 0)
2241 {
2242 op->stats.sp += over_grace
2243 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2244 op->last_grace = 0;
2245 }
2246 else
2247 {
2248 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2249 }
2250 }
2251 else
2252 {
2253 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2254 }
2255 /* wearing stuff doesn't detract from grace generation. */
2256 }
2257
2258 if (op->stats.food > 0)
2259 {
2260 /* Regenerate Spell Points */
2261 if (!op->contr->golem && --op->last_sp < 0)
2262 {
2263 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2264
2265 if (op->stats.sp < op->stats.maxsp)
2266 {
2267 op->stats.sp++;
2268
2269 /* dms do not consume food */
2270 if (!QUERY_FLAG (op, FLAG_WIZ))
2271 {
2272 op->stats.food--;
2273
2274 if (op->contr->digestion < 0)
2275 op->stats.food += op->contr->digestion;
2276 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2277 op->stats.food = last_food;
2278 }
2279 }
2280
2281 if (max_sp > 1)
2282 {
2283 over_sp = (gen_sp + 10) / rate_sp;
2284 if (over_sp > 0)
2285 {
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2289
2290 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2291 op->stats.sp--;
2292
2293 if (op->stats.sp > op->stats.maxsp)
2294 op->stats.sp = op->stats.maxsp;
2295 }
2296
2297 op->last_sp = 0;
2298 }
2299 else
2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2301 }
2302 else
2303 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2304 }
2305
2306 /* Regenerate Hit Points */
2307 if (--op->last_heal < 0)
2308 {
2309 if (op->stats.hp < op->stats.maxhp)
2310 {
2311 op->stats.hp++;
2312
2313 /* dms do not consume food */
2314 if (!QUERY_FLAG (op, FLAG_WIZ))
2315 {
2316 op->stats.food--;
2317
2318 if (op->contr->digestion < 0)
2319 op->stats.food += op->contr->digestion;
2320 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2321 op->stats.food = last_food;
2322 }
2323 }
2324
2325 if (max_hp > 1)
2326 {
2327 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2328
2329 if (over_hp > 0)
2330 {
2331 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2332 op->last_heal = 0;
2333 }
2334 else
2335 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2336 }
2337 else
2338 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2339 }
2340 }
2341
2342 /* Digestion */
2343 if (--op->last_eat < 0)
2344 {
2345 int bonus = max (0, op->contr->digestion),
2346 penalty = max (0, -op->contr->digestion);
2347
2348 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2349
2562 /* dms do not consume food */ 2350 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2351 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2352 op->stats.food--;
2565 } 2353 }
2566 2354
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2355 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2356 {
2357 object *flesh = 0;
2569 2358
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2359 for_inv_removable (op, tmp)
2360 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2361 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2362 continue;
2363
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2365 {
2574 manual_apply(op,tmp,0); 2366 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0);
2369
2575 if(op->stats.food>=0||op->stats.hp<0) 2370 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2371 break;
2577 } 2372 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2373 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2374 flesh = tmp;
2580 } /* end of for loop */ 2375 }
2376
2581 /* If player is still starving, it means they don't have any food, so 2377 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2378 * eat flesh instead.
2583 */ 2379 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2381 {
2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply(op,flesh,0); 2384 manual_apply (op, flesh, 0);
2587 } 2385 }
2588 } /* end if player is starving */
2589 2386
2590 while(op->stats.food<0&&op->stats.hp>0) 2387 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2388 if (op->stats.food < 0)
2592 2389 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2390 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2391 }
2392
2393 if (op->stats.food < 0)
2394 {
2395 op->stats.hp += op->stats.food;
2396 op->stats.food = 0;
2397
2398 if (op->stats.hp < 0)
2399 {
2400 op->contr->killer = archetype::get ("killer_starvation");
2401 op->contr->killer->destroy ();
2402 }
2403 }
2404
2405 /* killer should be set here already */
2406 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2407 kill_player (op);
2408 }
2409}
2598 2410
2599/* If the player should die (lack of hp, food, etc), we call this. 2411/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2412 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2413 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2414 * file.
2603 */ 2415 */
2416void
2604void kill_player(object *op) 2417kill_player (object *op)
2605{ 2418{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2419 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2420 maptile *map; /* this is for resurrection */
2609 int z;
2610 int num_stats_lose;
2611 int lost_a_stat;
2612 int lose_this_stat;
2613 int this_stat;
2614 int will_kill_again; 2421 int will_kill_again;
2615 archetype *at; 2422 archetype *at;
2616 object *tmp; 2423 object *tmp;
2617 2424
2618 if(save_life(op)) 2425 if (save_life (op))
2619 return; 2426 return;
2620 2427
2428 dynbuf_text deathtab;
2621 2429
2430 /* restore player */
2431 at = archetype::find (shstr_poisoning);
2432 if (object *tmp = present_arch_in_ob (at, op))
2433 {
2434 tmp->destroy ();
2435 deathtab << "Your body feels cleansed...\r";
2436 }
2437
2438 at = archetype::find (shstr_confusion);
2439 if (object *tmp = present_arch_in_ob (at, op))
2440 {
2441 tmp->destroy ();
2442 deathtab << "Your mind feels clearer...\r";
2443 }
2444
2445 cure_disease (op, 0, 0); /* remove any disease */
2446
2447 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0)
2452 op->stats.food = 999;
2453
2454 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; )
2457 {
2458 object *next = item->below;
2459
2460 if (item->type == SPELL_EFFECT && item->active)
2461 item->destroy ();
2462
2463 item = next;
2464 }
2465
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2466 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2467 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2468 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2469 */
2626 if (op_on_battleground(op, &x, &y)) { 2470 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2471 {
2628 "You have been defeated in combat!"); 2472 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2630 "Local medics have saved your life...");
2631
2632 /* restore player */
2633 at = find_archetype("poisoning");
2634 tmp=present_arch_in_ob(at,op);
2635 if (tmp) {
2636 remove_ob(tmp);
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2639 }
2640 2473
2641 at = find_archetype("confusion");
2642 tmp=present_arch_in_ob(at,op);
2643 if (tmp) {
2644 remove_ob(tmp);
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2647 }
2648
2649 cure_disease(op,0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999;
2652
2653 /* create a bodypart-trophy to make the winner happy */ 2474 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2655 if (tmp != NULL) 2476 {
2477 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title,
2482 (int)op->level,
2483 op->contr->killer_name ()
2484 );
2485 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics";
2487 tmp->insert_at (op, tmp);
2656 { 2488 }
2657 sprintf(buf,"%s's finger",op->name); 2489
2658 tmp->name = add_string(buf);
2659 sprintf(buf," This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level),
2662 op->contr->killer);
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0;
2665 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669
2670 /* teleport defeated player to new destination*/ 2490 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2491 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2492 op->contr->braced = 0;
2673 return;
2674 }
2675 2493
2676 /* Lauwenmark: Handle for plugin death event */ 2494 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2495 return;
2496 }
2679 2497
2498 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2499 deathtab << "T<YOU HAVE DIED>\n\n";
2500
2501 INVOKE_PLAYER (DEATH, op->contr);
2502
2680 command_kill_pets (op, 0); 2503 command_kill_pets (op, 0);
2681 2504
2682 /* Lauwenmark: Handle for the global death event */ 2505 op->contr->play_sound (sound_find ("player_dies"));
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) {
2685 if (op->contr->explore) {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name);
2692 strcpy(op->contr->killer,"starvation");
2693 }
2694 else {
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name);
2702 }
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2704 2506
2705 /* save the map location for corpse, gravestone*/ 2507 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2508 x = op->x;
2509 y = op->y;
2510 map = op->map;
2707 2511
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2512 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2513 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2514 * See the config.h file for a little more in depth detail about this.
2713 */ 2515 */
2714 2516
2715 /* Basically two ways to go - remove a stat permanently, or just 2517 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2518 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2519 * of death.
2718 */ 2520 */
2719#ifndef COZY_SERVER 2521#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2522 if (settings.balanced_stat_loss)
2523 {
2721 /* If stat loss is permanent, lose one stat only. */ 2524 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2525 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2526 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2527 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2528 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2529 little bit harder. */
2727 /* GD */ 2530 /* GD */
2728 if (settings.stat_loss_on_death) 2531 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2532 num_stats_lose = 1;
2730 else 2533 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2534 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2535 }
2536 else
2733 num_stats_lose = 1; 2537 num_stats_lose = 1;
2734 } 2538
2735 lost_a_stat = 0; 2539 lost_a_stat = 0;
2736 2540
2737 for (z=0; z<num_stats_lose; z++) { 2541 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2542 {
2543 i = rndm (NUM_STATS);
2739 2544
2740 if (settings.stat_loss_on_death) { 2545 if (settings.stat_loss_on_death)
2546 {
2741 /* Pick a random stat and take a point off it. Tell the player 2547 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2548 * what he lost.
2743 */ 2549 */
2744 change_attr_value(&(op->stats), i,-1); 2550 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2551 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2552 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2553 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2554 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2555 lost_a_stat = 1;
2750 } else { 2556 }
2557 else
2558 {
2751 /* deplete a stat */ 2559 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2560 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2561 object *dep;
2562
2563 dep = present_arch_in_ob (deparch, op);
2564 if (!dep)
2754 2565 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2566 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2567 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2568 }
2788 if (lose_this_stat) { 2569 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss)
2571 {
2572 /* GD */
2573 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2574 this_stat = get_attr_value (&(dep->stats), i);
2575 if (this_stat < 0)
2576 {
2577 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2578 int keep_chance = this_stat * this_stat;
2579
2580 /* Yes, I am paranoid. Sue me. */
2581 if (keep_chance < 1)
2582 keep_chance = 1;
2583
2584 /* There is a maximum depletion total per level. */
2585 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2586 {
2587 lose_this_stat = 0;
2588 /* Take loss chance vs keep chance to see if we
2589 retain the stat. */
2590 }
2591 else
2592 {
2593 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2594 lose_this_stat = 0;
2595 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2596 this_stat, keep_chance, loss_chance,
2597 lose_this_stat?"LOSE":"KEEP"); */
2598 }
2599 }
2600 }
2601
2602 if (lose_this_stat)
2603 {
2604 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2605 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2606 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2607 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2608 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2609 * difference.
2795 */ 2610 */
2796 if (this_stat>=-50) { 2611 if (this_stat >= -50)
2612 {
2797 change_attr_value(&(dep->stats), i, -1); 2613 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2614 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2615 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2616 op->update_stats ();
2801 lost_a_stat = 1; 2617 lost_a_stat = 1;
2802 } 2618 }
2803 } 2619 }
2620 }
2804 } 2621 }
2805 } 2622
2806 /* If no stat lost, tell the player. */ 2623 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2624 if (!lost_a_stat)
2808 { 2625 {
2809 /* determine_god() seems to not work sometimes... why is this? 2626 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2627 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2628 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2629
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2630 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2631 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2632 else
2816 else 2633 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2634 }
2635#else
2636 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2637#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2638
2824 /* Put a gravestone up where the character 'almost' died. List the 2639 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2640 * exp loss on the stone.
2826 */ 2641 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2642 tmp = arch_to_object (archetype::find (shstr_gravestone));
2828 sprintf(buf,"%s's gravestone",op->name); 2643 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2644 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2831 FREE_AND_COPY(tmp->name_pl, buf); 2646 &op->name, op->contr->title, op->contr->killer_name ());
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2833 "who was killed\n"
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2647 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2648 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2649
2841 /**************************************/ 2650 /**************************************/
2842 /* */ 2651 /* */
2843 /* Subtract the experience points, */ 2652 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2653 /* */
2847 /**************************************/ 2654 /**************************************/
2848 2655
2849 /* remove any poisoning and confusion the character may be suffering.*/
2850 /* restore player */
2851 at = find_archetype("poisoning");
2852 tmp=present_arch_in_ob(at,op);
2853 if (tmp) {
2854 remove_ob(tmp);
2855 free_object(tmp);
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2857 }
2858
2859 at = find_archetype("confusion");
2860 tmp=present_arch_in_ob(at,op);
2861 if (tmp) {
2862 remove_ob(tmp);
2863 free_object(tmp);
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2865 }
2866 cure_disease(op,0); /* remove any disease */
2867
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2656 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2657 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2874 2658
2875 /* 2659 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2660 * Check to see if the player has any unpaid items. If so, remove them
2877 * the player has any unpaid items. If so, remove them and put them back 2661 * and put them back in the map.
2878 * in the map. 2662 */
2879 */ 2663 op->drop_unpaid_items ();
2880 2664
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op);
2884 break;
2885 }
2886 }
2887
2888
2889 /****************************************/ 2665 /****************************************/
2890 /* */ 2666 /* */
2891 /* Move player to his current respawn- */ 2667 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2668 /* position (usually last savebed) */
2893 /* */ 2669 /* */
2894 /****************************************/ 2670 /****************************************/
2895 2671
2896 enter_player_savebed(op); 2672 enter_player_savebed (op);
2897 2673
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2674 op->contr->braced = 0;
2902 save_player(op,1);
2903 2675
2904 /* it is possible that the player has blown something up 2676 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2677 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2678 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2679 * on the space that might harm the player.
2908 */ 2680 */
2909 will_kill_again=0; 2681 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2682 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2683 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2684 will_kill_again |= tmp->attacktype;
2913 } 2685
2914 if (will_kill_again) { 2686 if (will_kill_again)
2687 {
2915 object *force; 2688 object *force;
2916 int at; 2689 int at;
2917 2690
2918 force=get_archetype(FORCE_NAME); 2691 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2692 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2693 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2694 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2695 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2696 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2697 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2698 force->resist[at] = 100;
2926 } 2699
2927 insert_ob_in_ob(force, op); 2700 insert_ob_in_ob (force, op);
2928 fix_player(op); 2701 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 } 2702 }
2987 }
2988 play_again(op);
2989 2703
2990 /* peterm: added to create a corpse at deathsite. */ 2704 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2705}
3004 2706
3005 2707static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2708loot_object (object *op)
2709{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2710 object *tmp, *tmp2, *next;
3008 2711
3009 if (op->container) { /* close open sack first */ 2712 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2713
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2714 for (tmp = op->inv; tmp; tmp = next)
2715 {
3014 next=tmp->below; 2716 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2717
3016 remove_ob(tmp); 2718 if (tmp->invisible)
2719 continue;
2720
2721 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2722 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2723
3019 loot_object(tmp); 2724 if (tmp->type == CONTAINER)
3020 } 2725 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2726
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2727 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2728 {
3023 if(tmp->nrof>1) { 2729 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2730 {
3025 free_object(tmp2); 2731 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2732 insert_ob_in_map (tmp, op->map, NULL, 0);
2733 }
2734 else
2735 tmp->destroy ();
2736 }
3027 } else 2737 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2738 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2739 }
3032} 2740}
3033 2741
3034/* 2742/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2743 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2744 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2745 * was changed.
3038 */ 2746 */
3039 2747void
3040void fix_weight(void) { 2748fix_weight (void)
3041 player *pl; 2749{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2750 for_all_players (pl)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2751 {
3044 if(old == sum) 2752 sint32 old = pl->ob->carrying;
3045 continue; 2753
3046 fix_player(pl->ob); 2754 pl->ob->update_weight ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 2755
3048 pl->ob->name, old, sum); 2756 if (old != pl->ob->carrying)
2757 {
2758 pl->ob->update_stats ();
2759 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2760 }
3049 } 2761 }
3050} 2762}
3051 2763
2764void
3052void fix_luck(void) { 2765fix_luck (void)
3053 player *pl; 2766{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2767 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2768 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2769 pl->ob->change_luck (0);
3057} 2770}
3058
3059 2771
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2772/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2773 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2774 * just treat this as any other spell casting object.
3063 */ 2775 */
3064
3065void 2776void
3066cast_dust (object * op, object * throw_ob, int dir) 2777cast_dust (object *op, object *throw_ob, int dir)
3067{ 2778{
3068 object *skop, *spob; 2779 object *skop, *spob;
3069 2780
3070 skop = find_skill_by_name (op, throw_ob->skill); 2781 skop = find_skill_by_name (op, throw_ob->skill);
3071 2782
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 2783 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2784 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 2785 {
3075 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2786 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3076 op->name);
3077 return; 2787 return;
3078 } 2788 }
3079 2789
3080 spob = throw_ob->inv; 2790 spob = throw_ob->inv;
3081 2791
3082 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2792 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3083 // not pass NULL to cast_spell (which did indeed check itself, but 2793 // not pass NULL to cast_spell (which did indeed check itself, but
3084 // errors should be reported as early as possible IMHO) 2794 // errors should be reported as early as possible IMHO)
3085 if (!spob) 2795 if (!spob)
3086 { 2796 {
3087 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2797 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3088 throw_ob->name, op->name);
3089 return; 2798 return;
3090 } 2799 }
3091 2800
3092 if (op->type == PLAYER) 2801 if (op->type == PLAYER)
3093 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2802 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3094 2803
3095 cast_spell (op, throw_ob, dir, spob, NULL); 2804 cast_spell (op, throw_ob, dir, spob, NULL);
3096 2805
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2806 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 2807}
3101 2808
2809void
3102void make_visible (object *op) { 2810make_visible (object *op)
3103 op->hide = 0; 2811{
2812 op->flag [FLAG_HIDDEN] = 0;
3104 op->invisible = 0; 2813 op->invisible = 0;
3105 if(op->type==PLAYER) {
3106 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3108 }
3109 update_object(op,UP_OBJ_FACE);
3110}
3111 2814
3112int is_true_undead(object *op) {
3113 object *tmp=NULL;
3114
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3116
3117 if(op->type==PLAYER) 2815 if (op->type == PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below) 2816 {
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2817 op->contr->tmp_invis = 0;
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2818 op->contr->invis_race = 0;
2819 }
2820
2821 update_object (op, UP_OBJ_CHANGE);
2822}
2823
2824int
2825is_true_undead (object *op)
2826{
2827 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2828 return 1;
2829
3121 return 0; 2830 return 0;
3122} 2831}
3123 2832
3124/* look at the surrounding terrain to determine 2833/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 2834 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 2835 * indicate greater hideability.
3127 */ 2836 */
3128 2837int
3129int hideability(object *ob) { 2838hideability (object *ob)
2839{
3130 int i,level=0, mflag; 2840 int i, level = 0, mflag;
3131 sint16 x,y; 2841 sint16 x, y;
3132 2842
3133 if(!ob||!ob->map) return 0; 2843 if (!ob || !ob->map)
2844 return 0;
3134 2845
3135 /* so, on normal lighted maps, its hard to hide */ 2846 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 2847 level = ob->map->darklevel () - 2;
3137 2848
3138 /* this also picks up whether the object is glowing. 2849 /* this also picks up whether the object is glowing.
3139 * If you carry a light on a non-dark map, its not 2850 * If you carry a light on a non-dark map, its not
3140 * as bad as carrying a light on a pitch dark map */ 2851 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2852 if (ob->has_carried_lights ())
2853 level = -(10 + (2 * ob->map->darklevel ()));
3142 2854
3143 /* scan through all nearby squares for terrain to hide in */ 2855 /* scan through all nearby squares for terrain to hide in */
3144 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2856 for (i = 0, x = ob->x, y = ob->y;
2857 i <= SIZEOFFREE1;
2858 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2859 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2860 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 2861 if (mflag & P_OUT_OF_MAP)
2862 continue;
2863
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2864 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 2865 level += 2;
3149 else /* open terrain! */ 2866 else /* open terrain! */
3150 level -= 1; 2867 level -= 1;
3151 } 2868 }
3152 2869
3153#if 0 2870#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2871 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 2872#endif
3156 return level; 2873 return level;
3157} 2874}
3158 2875
3159/* For Hidden creatures - a chance of becoming 'unhidden' 2876/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 2877 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 2878 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 2879 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 2880 */
3164 2881void
3165void do_hidden_move (object *op) { 2882do_hidden_move (object *op)
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2883{
3167 object *skop; 2884 int hide = 0;
3168 2885
3169 if(!op || !op->map) return; 2886 if (!op || !op->map)
2887 return;
3170 2888
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2889 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2890 int num = random_roll (0, 19, op, PREFER_LOW);
3172 2891
3173 /* its *extremely* hard to run and sneak/hide at the same time! */ 2892 /* its *extremely* hard to run and sneak/hide at the same time! */
3174 if(op->type==PLAYER && op->contr->run_on) { 2893 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 2894 if (!skop || num >= skop->level)
2895 {
3176 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2896 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3177 make_visible(op); 2897 make_visible (op);
3178 return; 2898 return;
3179 } else num += 20;
3180 } 2899 }
2900 else
2901 num += 20;
2902
3181 num += op->map->difficulty; 2903 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 2904 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 2905 num -= hide;
2906
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2907 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2908 {
3185 make_visible(op); 2909 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2910
3187 "You moved out of hiding! You are visible!"); 2911 if (op->type == PLAYER)
2912 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 2913 }
3189 else if (op->type == PLAYER && skop) { 2914 else if (op->type == PLAYER && skop)
3190 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2915 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3191 }
3192} 2916}
3193 2917
3194/* determine if who is standing near a hostile creature. */ 2918/* determine if who is standing near a hostile creature. */
3195 2919
2920int
3196int stand_near_hostile( object *who ) { 2921stand_near_hostile (object *who)
2922{
3197 object *tmp=NULL; 2923 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 2924 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 2925 maptile *m;
3200 sint16 x,y; 2926 sint16 x, y;
3201 2927
3202 if(!who) return 0; 2928 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 2929 return 0;
2930
2931 if (who->type == PLAYER)
2932 player = 1;
2933
2934 else
2935 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2936
2937 /* search adjacent squares */
2938 for (i = 1; i < 9; i++)
2939 {
2940 x = who->x + freearr_x[i];
2941 y = who->y + freearr_y[i];
2942 m = who->map;
2943 mflags = get_map_flags (m, &m, x, y, &x, &y);
2944 /* space must be blocked if there is a monster. If not
2945 * blocked, don't need to check this space.
2946 */
2947 if (mflags & P_OUT_OF_MAP)
2948 continue;
2949 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2950 continue;
2951
2952 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2953 {
2954 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2955 return 1;
2956 else if (tmp->type == PLAYER)
2957 {
2958 /*don't let a hidden DM prevent you from hiding */
2959 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2960 return 1;
2961 }
2962 }
2963 }
2964 return 0;
3232} 2965}
3233 2966
3234/* check the player los field for viewability of the 2967/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 2968 * object op. This function works fine for monsters,
3236 * but we dont worry if the object isnt the top one in 2969 * but we dont worry if the object isnt the top one in
3237 * a pile (say a coin under a table would return "viewable" 2970 * a pile (say a coin under a table would return "viewable"
3238 * by this routine). Another question, should we be 2971 * by this routine). Another question, should we be
3239 * concerned with the direction the player is looking 2972 * concerned with the direction the player is looking
3240 * in? Realistically, most of use cant see stuff behind 2973 * in? Realistically, most of us can't see stuff behind
3241 * our backs...on the other hand, does the "facing" direction 2974 * our backs...on the other hand, does the "facing" direction
3242 * imply the way your head, or body is facing? Its possible 2975 * imply the way your head, or body is facing? It's possible
3243 * for them to differ. Sigh, this fctn could get a bit more complex. 2976 * for them to differ. Sigh, this fctn could get a bit more complex.
3244 * -b.t. 2977 * -b.t.
3245 * This function is now map tiling safe. 2978 * This function is now map tiling safe.
3246 */ 2979 */
3247 2980int
3248int player_can_view (object *pl,object *op) { 2981player_can_view (object *pl, object *op)
2982{
3249 rv_vector rv; 2983 rv_vector rv;
3250 int dx,dy; 2984 int dx, dy;
3251 2985
3252 if(pl->type!=PLAYER) { 2986 if (pl->type != PLAYER)
2987 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 2988 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 2989 return -1;
3279 op = op->more;
3280 } 2990 }
2991
2992 if (!pl || !op)
3281 return 0; 2993 return 0;
3282}
3283 2994
3284/* routine for both players and monsters. We call this when 2995 op = op->head_ ();
3285 * there is a possibility for our action distrubing our hiding 2996
3286 * place or invisiblity spell. Artefact invisiblity is not 2997 get_rangevector (pl, op, &rv, 0x1);
3287 * effected by this. If we arent invisible to begin with, we 2998
3288 * return 0. 2999 /* starting with the 'head' part, lets loop
3000 * through the object and find if it has any
3001 * part that is in the los array but isn't on
3002 * a blocked los square.
3003 * we use the archetype to figure out offsets.
3289 */ 3004 */
3290int action_makes_visible (object *op) { 3005 while (op)
3006 {
3007 dx = rv.distance_x + op->arch->x;
3008 dy = rv.distance_y + op->arch->y;
3291 3009
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3010 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3294 return 0;
3295
3296 if (op->contr && op->contr->tmp_invis == 0) return 0;
3297
3298 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3300 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3301 return 1; 3011 return 1;
3302 } 3012
3013 op = op->more;
3303 } 3014 }
3015
3304 return 0; 3016 return 0;
3305} 3017}
3306 3018
3307/* op_on_battleground - checks if the given object op (usually 3019/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3020 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3021 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3022 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3023 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3024 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this 3025 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */ 3026 */
3027int
3315int op_on_battleground (object *op, int *x, int *y) { 3028op_on_battleground (object *op, int *x, int *y)
3316 object *tmp; 3029{
3317
3318 /* A battleground-tile needs the following attributes to be valid: 3030 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3031 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3032 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3033 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3034 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3035 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3036 for (object *tmp = op->below; tmp; tmp = tmp->below)
3037 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3038 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3039 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3040 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3327 strcmp(tmp->name, "battleground")==0 && 3041 && tmp->type == BATTLEGROUND
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3042 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3045 /* before we assign the exit, check if this is a teambattle */
3330 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 object *invtmp; 3047 {
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3049 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3335 if (x != NULL && y != NULL) 3051 {
3052 if (x && y)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054
3055 return 1;
3056 }
3057 }
3058 }
3059
3060 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062
3337 return 1; 3063 return 1;
3338 } 3064 }
3339 } 3065 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3066 }
3345 } 3067
3346 }
3347 /* If we got here, did not find a battleground */ 3068 /* If we got here, did not find a battleground */
3348 return 0; 3069 return 0;
3349} 3070}
3350 3071
3351/* 3072/*
3355 * attributes: 3076 * attributes:
3356 * object *who the dragon player 3077 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3078 * int atnr the attack-number of the ability focus
3358 * int level ability level 3079 * int level ability level
3359 */ 3080 */
3081void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3082dragon_ability_gain (object *who, int atnr, int level)
3083{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3084 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3085 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3086 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3087 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3088 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3089 int i = 0, j = 0;
3367 3090
3368 /* get the appropriate treasurelist */ 3091 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3092 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3093 trlist = treasurelist::find (shstr_dragon_ability_fire);
3371 else if (atnr == ATNR_COLD) 3094 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3095 trlist = treasurelist::find (shstr_dragon_ability_cold);
3373 else if (atnr == ATNR_ELECTRICITY) 3096 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3097 trlist = treasurelist::find (shstr_dragon_ability_elec);
3375 else if (atnr == ATNR_POISON) 3098 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3099 trlist = treasurelist::find (shstr_dragon_ability_poison);
3377 3100
3378 if (trlist == NULL || who->type != PLAYER) 3101 if (trlist == NULL || who->type != PLAYER)
3379 return; 3102 return;
3380 3103
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3104 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3105
3383 3106 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3107 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3108 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3109 return;
3387 } 3110 }
3388 3111
3389 /* everything seems okay - now bring on the gift: */ 3112 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3113 item = tr->item;
3391 3114
3392 if (item->type == SPELL) { 3115 if (item->type == SPELL)
3116 {
3393 if (check_spell_known (who, item->name)) 3117 if (check_spell_known (who, item->name))
3394 return; 3118 return;
3395 3119
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3120 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3121 do_learn_spell (who, item, 0);
3398 return; 3122 return;
3399 } 3123 }
3400 3124
3401 /* grant direct spell */ 3125 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3126 if (item->type == SPELLBOOK)
3127 {
3403 if (!item->inv) { 3128 if (!item->inv)
3129 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3130 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3131 return;
3407 } 3132 }
3408 if (check_spell_known (who, item->inv->name)) 3133 if (check_spell_known (who, item->inv->name))
3409 return; 3134 return;
3410 if (item->invisible) { 3135 if (item->invisible)
3136 {
3411 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3137 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3412 do_learn_spell (who, item->inv, 0); 3138 do_learn_spell (who, item->inv, 0);
3413 return; 3139 return;
3414 } 3140 }
3415 } 3141 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3142 else if (item->type == SKILL_TOOL && item->invisible)
3143 {
3417 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3144 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3145 {
3418 3146
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3147 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * in this way, if the player is missing any of the attacktypes, he gets 3148 * in this way, if the player is missing any of the attacktypes, he gets
3421 * them. As it is now, if the player has any that match the granted skill, 3149 * them. As it is now, if the player has any that match the granted skill,
3422 * but not all of them, he gets nothing. 3150 * but not all of them, he gets nothing.
3423 */ 3151 */
3424 if (!(skop->attacktype & item->attacktype)) { 3152 if (!(skop->attacktype & item->attacktype))
3153 {
3425 /* Give new attacktype */ 3154 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3155 skop->attacktype |= item->attacktype;
3427 3156
3428 /* always add physical if there's none */ 3157 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3158 skop->attacktype |= AT_PHYSICAL;
3430 3159
3431 if (item->msg != NULL) 3160 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3161 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3162
3434 /* Give player new face */ 3163 /* Give player new face */
3435 if (item->animation_id) { 3164 if (item->animation_id)
3165 {
3436 who->face = skop->face; 3166 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3167 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3168 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3169 who->last_anim = 0;
3440 who->state = 0; 3170 who->state = 0;
3441 animate_object(who, who->direction); 3171 animate_object (who, who->direction);
3442 } 3172 }
3173 }
3174 }
3443 } 3175 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3176 else if (item->type == FORCE)
3177 {
3447 /* forces in the treasurelist can alter the player's stats */ 3178 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3179 object *skin;
3180
3449 /* first get the dragon skin force */ 3181 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3182 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3451 skin=skin->below); 3183 ;
3452 if (skin == NULL) return; 3184
3453 3185 if (!skin)
3186 return;
3187
3454 /* adding new spellpath attunements */ 3188 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3189 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3190 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3191 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3192
3458 /* print message */ 3193 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3194 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3195 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3196 {
3462 if (j) 3197 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3198 {
3464 else 3199 if (j)
3465 j = 1; 3200 strcat (buf, " and ");
3201 else
3202 j = 1;
3466 strcat(buf, spellpathnames[i]); 3203 strcat (buf, spellpathnames[i]);
3467 } 3204 }
3468 } 3205 }
3469 strcat(buf,"."); 3206 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3207 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3208 }
3472 3209
3473 /* evtl. adding flags: */ 3210 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3211 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3212 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3213 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3214 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3215 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3216 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3217
3481 /* print message if there is one */ 3218 /* print message if there is one */
3482 if (item->msg != NULL) 3219 if (item->msg != NULL)
3483 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 }
3222 else
3484 } 3223 {
3485 else {
3486 /* generate misc. treasure */ 3224 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3225 tmp = arch_to_object (tr->item);
3488 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3489 tmp = insert_ob_in_ob (tmp, who); 3227 who->insert (tmp);
3490 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp);
3492 } 3228 }
3493} 3229}
3494 3230
3495/** 3231/**
3496 * Unready an object for a player. This function does nothing if the object was 3232 * Unready an object for a player. This function does nothing if the object was
3497 * not readied. 3233 * not readied.
3498 */ 3234 */
3235void
3499void player_unready_range_ob(player *pl, object *ob) { 3236player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3501 3240
3502 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3241 if (pl->combat_ob == ob)
3503 if (pl->ranges[i] == ob) { 3242 pl->combat_ob = 0;
3504 pl->ranges[i] = NULL; 3243
3505 if (pl->shoottype == i) { 3244 if (pl->ranged_ob == ob)
3506 pl->shoottype = range_none; 3245 pl->ranged_ob = 0;
3507 }
3508 }
3509 }
3510} 3246}
3247
3248//-GPL
3249
3250sint8
3251player::darkness_at (maptile *map, int x, int y) const
3252{
3253 if (!ns)
3254 return LOS_BLOCKED;
3255
3256 int dx, dy;
3257 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3258 return LOS_BLOCKED;
3259
3260 x += dx - ns->current_x;
3261 y += dy - ns->current_y;
3262
3263 return blocked_los (x, y);
3264}
3265
3266void
3267player::infobox (const char *title, const char *msg, int color)
3268{
3269 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3270}
3271
3272void
3273player::statusmsg (const char *msg, int color)
3274{
3275 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3276}
3277
3278void
3279player::failmsg (const char *msg, int color)
3280{
3281 play_sound (sound_find ("generic_failure"));
3282 statusmsg (msg, color);
3283}
3284

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