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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.250 by root, Sat Dec 12 03:17:21 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 1.1 2006/08/13 17:16:04 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 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob))
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_BOW] = false;
142
143 for (object *op = ob->inv; op; op = op->below)
144 if (op->flag [FLAG_APPLIED])
145 switch (op->type)
122 { 146 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 147 case SKILL:
124 break; 148 op->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; 149 break;
167 } 150
168 strncat(news+size,buf,HUGE_BUF-size); 151 case WAND:
169 size+=strlen(buf); 152 case ROD:
153 case HORN:
154 case BOW:
155 ranged_ob = op;
156 break;
157
158 case WEAPON:
159 combat_ob = op;
160 break;
170 } 161 }
171 } 162
163 ob->current_weapon = 0;
164 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
165 activate (); // change_weapon also activates, but this doesn't hurt
166
167 INVOKE_PLAYER (CONNECT, this);
168 INVOKE_PLAYER (LOGIN, this);
169}
170
171void
172player::disconnect ()
173{
174 if (ob)
172 175 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 176 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 177 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 178 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 179
181int playername_ok(const char *cp) { 180 if (ns)
182 /* Don't allow - or _ as first character in the name */
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}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 181 {
182 if (active)
183 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 184
230 /* Clears basically the entire player structure except 185 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235 186
187 ns->reset_stats ();
188 ns->pl = 0;
189 ns = 0;
190 }
191
192 // this is important for the player scheduler to get the correct refcount
193 // when ns = 0
194 observe = viewpoint = ob;
195
196 deactivate ();
197}
198
199//-GPL
200
201// the need for this function can be explained
202// by load_object not returning the object
203void
204player::set_object (object *op)
205{
206 ob = observe = viewpoint = op;
207 ob->contr = this; /* this aren't yet in archetype */
208
209 ob->speed = 1.0f;
210 ob->speed_left = 0.5f;
211
212 ob->direction = 5; /* So player faces south */
213}
214
215void
216player::set_observe (object *op)
217{
218 observe = viewpoint = op ? op : ob;
219 do_los = 1;
220}
221
222void
223player::set_viewpoint (object *op)
224{
225 viewpoint = op ? op : (object *)observe;
226 do_los = 1;
227}
228
229//+GPL
230
231player::player ()
232{
236 /* There are some elements we want initialized to non zero value - 233 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 234 * we deal with that below this point.
238 */ 235 */
239 p->party=NULL; 236 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 237 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 238 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 239
245#ifdef AUTOSAVE 240 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 241
247#endif 242 gen_sp_armour = 10;
243 bowtype = bow_normal;
244 petmode = pet_normal;
245 usekeys = containers;
246 peaceful = 1; /* default peaceful */
247 do_los = 1;
248
249 weapon_sp = 1.0f;
250 weapon_sp_left = 0.5f;
251}
252
253void
254player::do_destroy ()
255{
256 disconnect ();
257
258 attachable::do_destroy ();
259
260 if (ob)
248 261 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 262 ob->destroy_inv (false);
263 ob->destroy ();
250 264 }
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 */
259 265
260 roll_stats(op); 266 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} 267}
302 268
303 269player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 270{
307 strcpy(op->contr->maplevel, first_map_path); 271 /* Clear item stack */
308 op->x = -1; 272 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} 273}
342 274
343/* 275/*
344 * get_player_archetype() return next player archetype from archetype 276 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 277 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 278 * Note: there MUST be at least one player archetype!
347 */ 279 */
280static archetype *
348archetype *get_player_archetype(archetype* at) 281get_player_archetype (archetype *at)
349{ 282{
350 archetype *start = at; 283 // archetypes could have been reloaded
351 for (;;) { 284 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 285
353 at=first_archetype; 286 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 287 return at;
358 if (at == start) { 288
359 LOG (llevError, "No Player archetypes\n"); 289 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 290
361 } 291 for (;;)
362 } 292 {
363} 293 if (++i == archetypes.end ())
294 i = archetypes.begin ();
295 else if (*i == at)
296 cleanup ("not a single player archetype found");
364 297
298 if ((*i)->type == PLAYER)
299 return *i;
300 }
301}
365 302
303/* Tries to add player on the connection passed in ns.
304 * All we can really get in this is some settings like host and display
305 * mode.
306 */
307player *
308player::create ()
309{
310 player *pl = new player;
311
312 pl->set_object (get_player_archetype (0)->instance ());
313
314 pl->ob->roll_stats ();
315 pl->ob->stats.wc = 2;
316 pl->ob->run_away = 25; /* Then we panick... */
317
318 set_first_map (pl->ob);
319
320 return pl;
321}
322
323object *
366object *get_nearest_player(object *mon) { 324get_nearest_player (object *mon)
325{
367 object *op = NULL; 326 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 327 objectlink *ol;
370 unsigned lastdist; 328 unsigned lastdist;
371 rv_vector rv; 329 rv_vector rv;
372 330
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 331 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 332 {
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)) 333 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 334 continue;
400 335
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) { 336 if (lastdist > rv.distance)
410 op=pl->ob; 337 {
338 op = ol->ob;
411 lastdist=rv.distance; 339 lastdist = rv.distance;
340 }
412 } 341 }
413 } 342
414 } 343 for_all_players (pl)
344 if (can_detect_enemy (mon, pl->ob, &rv))
345 if (lastdist > rv.distance)
346 {
347 op = pl->ob;
348 lastdist = rv.distance;
349 }
350
415#if 0 351#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 352 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 353#endif
418 return op; 354 return op;
419} 355}
420 356
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 357/* 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 358 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 359 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 373 * 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 374 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 375 * is probably not a good thing.
440 */ 376 */
441#define MAX_SPACES 50 377#define MAX_SPACES 50
442
443 378
444/* 379/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 380 * 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 381 * 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 382 * 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. 395 * 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, 396 * 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 397 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 398 * is blocking itself.
464 */ 399 */
400int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 401path_to_player (object *mon, object *pl, unsigned mindiff)
402{
466 rv_vector rv; 403 rv_vector rv;
467 sint16 x,y; 404 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 405 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 406 maptile *m, *lastmap;
470 407
471 get_rangevector(mon, pl, &rv, 0); 408 get_rangevector (mon, pl, &rv, 0);
472 409
473 if (rv.distance<mindiff) return 0; 410 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; 411 return 0;
726}
727 412
728void confirm_password(object *op) { 413 x = mon->x;
414 y = mon->y;
415 m = mon->map;
416 dir = rv.direction;
417 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
418 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 419
730 op->contr->write_buf[0]='\0'; 420 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 421 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 422 return 0;
733}
734 423
424 while (diff > 1 && max > 0)
425 {
426 lastx = x;
427 lasty = y;
428 lastmap = m;
429 x = lastx + freearr_x[dir];
430 y = lasty + freearr_y[dir];
431
432 mflags = get_map_flags (m, &m, x, y, &x, &y);
433 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
434
435 /* Space is blocked - try changing direction a little */
436 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
437 && (m == mon->map && blocked_link (mon, m, x, y))))
438 {
439 /* recalculate direction from last good location. Possible
440 * we were not traversing ideal location before.
441 */
442 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
443 if (rv.direction != dir)
444 {
445 /* OK - says direction should be different - lets reset the
446 * the values so it will try again.
447 */
448 x = lastx;
449 y = lasty;
450 m = lastmap;
451 dir = firstdir = rv.direction;
452 }
453 else
454 {
455 /* direct path is blocked - try taking a side step to
456 * either the left or right.
457 * Note increase the values in the loop below to be
458 * more than -1/1 respectively will mean the monster takes
459 * bigger detour. Have to be careful about these values getting
460 * too big (3 or maybe 4 or higher) as the monster may just try
461 * stepping back and forth
462 */
463 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
464 {
465 if (i == 0)
466 continue; /* already did this, so skip it */
467 /* Use lastdir here - otherwise,
468 * since the direction that the creature should move in
469 * may change, you could get infinite loops.
470 * ie, player is northwest, but monster can only
471 * move west, so it does that. It goes some distance,
472 * gets blocked, finds that it should move north,
473 * can't do that, but now finds it can move east, and
474 * gets back to its original point. lastdir contains
475 * the last direction the creature has successfully
476 * moved.
477 */
478
479 x = lastx + freearr_x[absdir (lastdir + i)];
480 y = lasty + freearr_y[absdir (lastdir + i)];
481 m = lastmap;
482 mflags = get_map_flags (m, &m, x, y, &x, &y);
483 if (mflags & P_OUT_OF_MAP)
484 continue;
485 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
486 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
487 continue;
488 if (mflags & P_BLOCKSVIEW)
489 continue;
490
491 if (m == mon->map && blocked_link (mon, m, x, y))
492 break;
493 }
494 /* go through entire loop without finding a valid
495 * sidestep to take - thus, no valid path.
496 */
497 if (i == (DETOUR_AMOUNT + 1))
498 return 0;
499 diff--;
500 lastdir = dir;
501 max--;
502 if (!firstdir)
503 firstdir = dir + i;
504 } /* else check alternate directions */
505 } /* if blocked */
506 else
507 {
508 /* we moved towards creature, so diff is less */
509 diff--;
510 max--;
511 lastdir = dir;
512 if (!firstdir)
513 firstdir = dir;
514 }
515
516 if (diff <= 1)
517 {
518 /* Recalculate diff (distance) because we may not have actually
519 * headed toward player for entire distance.
520 */
521 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
522 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
523 }
524
525 if (diff > max)
526 return 0;
527 }
528
529 /* If we reached the max, didn't find a direction in time */
530 if (!max)
531 return 0;
532
533 return firstdir;
534}
535
536void
537give_initial_items (object *pl, treasurelist *items)
538{
539 if (pl->randomitems)
540 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
541
542 for (object *next, *op = pl->inv; op; op = next)
543 {
544 next = op->below;
545
546 /* Forces get applied per default, unless they have the
547 * flag "neutral" set. Sorry but I can't think of a better way
548 */
549 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
550 SET_FLAG (op, FLAG_APPLIED);
551
552 /* we never give weapons/armour if these cannot be used
553 * by this player due to race restrictions
554 */
555 if (pl->type == PLAYER)
556 {
557 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
558 &&
559 (op->type == ARMOUR || op->type == BOOTS
560 || op->type == CLOAK || op->type == HELMET
561 || op->type == SHIELD || op->type == GLOVES
562 || op->type == BRACERS || op->type == GIRDLE))
563 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
564 {
565 op->destroy ();
566 continue;
567 }
568 }
569
570 /* Here we remove duplicated skills (as duplicated spell objects have
571 * _very_ confusing effects for players), which could for instance be
572 * generated by bad treasurelists. - elmex
573 */
574 if (op->type == SKILL)
575 {
576 for (object *tmp = op->below; tmp; tmp = tmp->below)
577 if (tmp->type == op->type && tmp->name == op->name)
578 {
579 op->destroy ();
580 LOG (llevError,
581 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
582 break;
583 }
584
585 if (op->nrof > 1)
586 op->nrof = 1;
587 }
588
589 if (op->type == SPELLBOOK && op->inv)
590 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
591
592 /* Give starting characters identified, uncursed, and undamned
593 * items. Just don't identify gold or silver, or it won't be
594 * merged properly.
595 */
596 if (need_identify (op))
597 {
598 SET_FLAG (op, FLAG_IDENTIFIED);
599 CLEAR_FLAG (op, FLAG_CURSED);
600 CLEAR_FLAG (op, FLAG_DAMNED);
601 }
602
603 if (op->type == SPELL)
604 {
605 op->destroy ();
606 continue;
607 }
608 else if (op->type == SKILL)
609 {
610 SET_FLAG (op, FLAG_CAN_USE_SKILL);
611 op->stats.exp = 0;
612 op->level = 1;
613 }
614 else /* lock all 'normal items by default */
615 SET_FLAG (op, FLAG_INV_LOCKED);
616 } /* for loop of objects in player inv */
617
618 /* Need to set up the skill pointers */
619 pl->contr->link_skills ();
620}
621
622void
735void get_party_password(object *op, partylist *party) { 623get_party_password (object *op, partylist *party)
624{
736 if (party == NULL) { 625 if (party == NULL)
626 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 627 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 628 return;
739 } 629 }
630
740 op->contr->write_buf[0]='\0'; 631 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 632 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 633 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 634 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 635}
745
746 636
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 637/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 638static int
639roll_stat ()
640{
749 int a[4],i,j,k; 641 int a[4], i, j, k;
750 642
751 for(i=0;i<4;i++) 643 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 644 a[i] = (int) rndm (6) + 1;
753 645
754 for(i=0,j=0,k=7;i<4;i++) 646 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 647 if (a[i] < k)
756 k=a[i],j=i; 648 k = a[i], j = i;
757 649
758 for(i=0,k=0;i<4;i++) { 650 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 651 if (i != j)
760 k+=a[i]; 652 k += a[i];
761 } 653
762 return k; 654 return k;
763} 655}
764 656
765void roll_stats(object *op) { 657void
658object::roll_stats ()
659{
660 int statsort [NUM_STATS];
661
662 for (;;)
663 {
766 int sum=0; 664 int sum = 0;
767 int i = 0, j = 0; 665 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 666 sum += statsort [i] = roll_stat ();
769 667
770 do { 668 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 669 break;
772 op->stats.Dex=roll_stat(); 670 }
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);
782 671
783 /* Sort the stats so that rerolling is easier... */ 672 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 673 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;
791 674
792 /* a quick and dirty bubblesort? */ 675 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]; 676 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];
811 677
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; 678 stats.exp = 0;
823 op->stats.ac=0; 679 stats.ac = 0;
824 680
681 stats.hp = stats.maxhp;
682 stats.sp = stats.maxsp;
683 stats.grace = stats.maxgrace;
684
685 if (contr)
686 {
825 op->contr->levhp[1] = 9; 687 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 688 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 689 contr->levgrace[1] = 3;
828 690
829 fix_player(op); 691 contr->orig_stats = stats;
692 }
693}
694
695void
696object::swap_stats (int a, int b)
697{
698 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
699
700 for (int i = 0; i < NUM_STATS; ++i)
701 stats.stat (i) = contr->orig_stats.stat (i);
702
703 //TODO: the following code looks so borked and should, at the very least,
704 // be merged with the similar code in roll_stats
705 stats.ac = 0;
706
707 level = 1;
708 stats.exp = 0;
709 stats.ac = 0;
710
830 op->stats.hp = op->stats.maxhp; 711 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 712 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 713 stats.grace = stats.maxgrace;
714
715 if (contr)
716 {
717 contr->levhp[1] = 9;
718 contr->levsp[1] = 6;
719 contr->levgrace[1] = 3;
720
833 op->contr->orig_stats=op->stats; 721 contr->orig_stats = stats;
722 }
834} 723}
835 724
836void Roll_Again(object *op) 725static void
726start_info (object *op)
837{ 727{
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]; 728 char buf[MAX_BUF];
846 729
847 if ( op->contr->Swap_First == -1 ) { 730 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); 731 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} 732}
955 733
956/* This function takes the key that is passed, and does the 734/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 735 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 736 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 737 * separate race and class; this actually changes the RACE,
960 * not the class. 738 * not the class.
961 */ 739 */
962 740void
963int key_change_class(object *op, char key) 741player::chargen_race_done ()
964{ 742{
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 */ 743 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 744 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 745
979 /* Lauwenmark : Here we handle the BORN global event */ 746 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
980 execute_global_event(EVENT_BORN, op); 747 if (tl)
748 create_treasure (tl, ob, 0, 0, 0);
981 749
982 /* Lauwenmark : We then generate a LOGIN event */ 750 INVOKE_PLAYER (BIRTH, ob->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 751 INVOKE_PLAYER (LOGIN, ob->contr);
752
984 op->contr->state=ST_PLAYING; 753 ob->contr->ns->state = ST_PLAYING;
985 754
986 if (op->msg) { 755 if (ob->msg)
987 free_string(op->msg); 756 ob->msg = 0;
988 op->msg=NULL;
989 }
990 757
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); 758 start_info (ob);
1001 CLEAR_FLAG(op, FLAG_WIZ); 759 CLEAR_FLAG (ob, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 760 give_initial_items (ob, ob->randomitems);
1003 link_player_skills(op);
1004 esrv_send_inventory(op, op); 761 esrv_send_inventory (ob, ob);
1005 fix_player(op); 762 ob->update_stats ();
1006 763
1007 /* This moves the player to a different start map, if there 764 /* This moves the player to a different start map, if there
1008 * is one for this race 765 * is one for this race
1009 */ 766 */
1010 if(*first_map_ext_path) { 767 if (*first_map_ext_path)
1011 object *tmp; 768 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1012 mapstruct *oldmap = op->map; 769 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"); 770 LOG (llevDebug, "first_map_ext_path not set\n");
1026 } 771}
1027 return 0;
1028 }
1029 772
773void
774player::chargen_race_next ()
775{
1030 /* Following actually changes the race - this is the default command 776 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 777 * if we don't match with one of the options above.
1032 */ 778 */
1033 779
1034 tmp_loop = 0; 780 do
1035 while(!tmp_loop) { 781 {
1036 const char *name = add_string (op->name); 782 shstr name = ob->name;
1037 int x = op->x, y = op->y; 783 int x = ob->x, y = ob->y;
1038 remove_statbonus(op); 784
1039 remove_ob (op); 785 ob->remove_statbonus ();
786 ob->remove ();
1040 op->arch = get_player_archetype(op->arch); 787 ob->arch = get_player_archetype (ob->arch);
1041 copy_object (&op->arch->clone, op); 788 ob->arch->copy_to (ob);
789 ob->instantiate ();
1042 op->stats = op->contr->orig_stats; 790 ob->stats = ob->contr->orig_stats;
1043 free_string (op->name); 791 ob->name = ob->name_pl = name;
1044 op->name = name; 792 ob->x = x;
1045 free_string(op->name_pl); 793 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 */ 794 SET_ANIMATION (ob, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 795 insert_ob_in_map (ob, ob->map, ob, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 796 assign (ob->contr->title, ob->arch->object::name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 797 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 } 798 }
799 while (!allowed_class (ob));
800
1058 update_object(op,UP_OBJ_FACE); 801 update_object (ob, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 802 esrv_update_item (UPD_FACE, ob, ob);
1060 fix_player(op); 803 ob->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 804 ob->stats.hp = ob->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 805 ob->stats.sp = ob->stats.maxsp;
1063 op->stats.grace=0; 806 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} 807}
1069 808
1070int key_confirm_quit(object *op, char key) 809static 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) { 810flee_player (object *op)
811{
1115 int dir,diff; 812 int dir, diff;
1116 rv_vector rv; 813 rv_vector rv;
1117 814
1118 if(op->stats.hp < 0) { 815 if (op->stats.hp < 0)
816 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 817 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 818 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 819 return;
820 }
821
822 if (!op->enemy)
1122 } 823 {
1123
1124 if(op->enemy==NULL) {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 824 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 825 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 826 return;
1128 } 827 }
1129 828
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)) { 829 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
830 {
1141 op->enemy=NULL; 831 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 832 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 833 return;
1144 } 834 }
835
1145 get_rangevector(op, op->enemy, &rv, 0); 836 get_rangevector (op, op->enemy, &rv, 0);
1146 837
1147 dir=absdir(4+rv.direction); 838 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 839 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 } 840 {
841 int m = 1 - rndm (2) * 2;
842
843 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
844 return;
845 }
846
1155 /* Cornered, get rid of scared */ 847 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 848 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 849 op->enemy = NULL;
1158} 850}
1159
1160 851
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 852/* 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 853 * It returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 854 * stop.
1164 */ 855 */
856int
1165int check_pick(object *op) { 857check_pick (object *op)
858{
1166 object *tmp, *next; 859 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 860 int stop = 0;
1169 int j, k, wvratio; 861 int wvratio;
1170 char putstring[128], tmpstr[16];
1171
1172 862
1173 /* if you're flying, you cna't pick up anything */ 863 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 864 if (op->move_type & MOVE_FLYING)
1175 return 1; 865 return 1;
1176 866
1177 op_tag = op->count;
1178
1179 next = op->below; 867 next = op->below;
1180 if (next) 868
1181 next_tag = next->count; 869 int cnt = MAX_ITEM_PER_ACTION;
870#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1182 871
1183 /* loop while there are items on the floor that are not marked as 872 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 873 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 874 while (next && !next->destroyed ())
1186 { 875 {
1187 tmp = next; 876 tmp = next;
1188 next = tmp->below; 877 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 878
1192 if (was_destroyed (op, op_tag)) 879 if (cnt <= 0)
880 {
881 op->failmsg ("Couldn't pickup all items at once.");
882 return 0;
883 }
884
885 if (op->destroyed ())
1193 return 0; 886 return 0;
1194 887
1195 if ( ! can_pick (op, tmp)) 888 if (!can_pick (op, tmp))
1196 continue; 889 continue;
1197 890
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 891 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 892 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 893 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 894 CHK_PICK_PICKUP;
895
1202 continue; 896 continue;
1203 } 897 }
1204 898
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 */ 899 /* pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 900 if (op->contr->mode & PU_DEBUG)
1242 { 901 {
1243 /* some debugging code to figure out item information */ 902 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 903 const char *str = tmp->name
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 904 ? format ("item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 905 &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", 906 : format ("item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 907 &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)))); 908
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 909 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 } 910 }
911
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
916 return 1;
917
1282 /* philosophy: 918 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's 919 * 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 920 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a 921 * and selections, select-items should be used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for 922 * grab-as-you-run type mode that's really useful for arrows for
1287 * example. 923 * example.
1288 * The drawback: right now it has no frontend, so you need to 924 * 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 925 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#> 926 * convert to decimal and then 'pickup <#>
1293 /* the first two modes are exclusive: if NOTHING we return, if 929 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially, 930 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */ 931 * meaning if any test passes, the item gets picked up. */
1296 932
1297 /* if mode is set to pick nothing up, return */ 933 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1; 934 if (op->contr->mode == PU_NOTHING)
935 return 1;
1300 936
1301 /* if mode is set to stop when encountering objects, return */ 937 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick 938 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */ 939 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0; 940 if (op->contr->mode & PU_STOP)
941 return 0;
1306 942
1307 /* useful for going into stores and not losing your settings... */ 943 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while 944 /* and for battles wher you don't want to get loaded down while
1309 * fighting */ 945 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1; 946 if (op->contr->mode & PU_INHIBIT)
947 return 1;
1311 948
1312 /* prevent us from turning into auto-thieves :) */ 949 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 950 if (QUERY_FLAG (tmp, FLAG_UNPAID))
951 continue;
1314 952
1315 /* ignore known cursed objects */ 953 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 954 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
955 continue;
1317 956
1318 /* all food and drink if desired */ 957 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */ 958 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD) 959 if (op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD) 960 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 961 {
962 CHK_PICK_PICKUP;
963 continue;
964 }
965
1323 if(op->contr->mode & PU_DRINK) 966 if (op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 967 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; } 968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
1326 972
1327 if(op->contr->mode & PU_POTION) 973 if (op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION) 974 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
1330 979
1331 /* spellbooks, skillscrolls and normal books/scrolls */ 980 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK) 981 if (op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK) 982 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
1335 if(op->contr->mode & PU_SKILLSCROLL) 988 if (op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL) 989 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 990 {
991 CHK_PICK_PICKUP;
992 continue;
993 }
994
1338 if(op->contr->mode & PU_READABLES) 995 if (op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL) 996 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 997 {
998 CHK_PICK_PICKUP;
999 continue;
1000 }
1341 1001
1342 /* wands/staves/rods/horns */ 1002 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE) 1003 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1004 if (tmp->type == WAND
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1005 || tmp->type == ROD
1006 || tmp->type == HORN
1007 || tmp->type == POWER_CRYSTAL)
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)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1016 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1351 1021
1352 if(op->contr->mode & PU_VALUABLES) 1022 if (op->contr->mode & PU_VALUABLES)
1353 { 1023 {
1354 if (tmp->type == MONEY || tmp->type == GEM) 1024 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1025 {
1026 CHK_PICK_PICKUP;
1027 continue;
1028 }
1356 } 1029 }
1357 1030
1358 /* rings & amulets - talismans seems to be typed AMULET */ 1031 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS) 1032 if (op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET) 1033 if (tmp->type == RING
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1034 || tmp->type == AMULET
1035 || tmp->type == GIRDLE
1036 || tmp->type == SKILL_TOOL)
1037 {
1038 CHK_PICK_PICKUP;
1039 continue;
1040 }
1041
1042 /* we don't forget dragon food */
1043 if (op->contr->mode & PU_FLESH)
1044 if (tmp->type == FLESH)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1362 1049
1363 /* bows and arrows. Bows are good for selling! */ 1050 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW) 1051 if (op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW) 1052 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1367 if(op->contr->mode & PU_ARROW) 1058 if (op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW) 1059 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1370 1064
1371 /* all kinds of armor etc. */ 1065 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR) 1066 if (op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR) 1067 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1068 {
1069 CHK_PICK_PICKUP;
1070 continue;
1071 }
1072
1375 if(op->contr->mode & PU_HELMET) 1073 if (op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET) 1074 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1075 {
1076 CHK_PICK_PICKUP;
1077 continue;
1078 }
1079
1378 if(op->contr->mode & PU_SHIELD) 1080 if (op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD) 1081 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1082 {
1083 CHK_PICK_PICKUP;
1084 continue;
1085 }
1086
1381 if(op->contr->mode & PU_BOOTS) 1087 if (op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS) 1088 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093
1384 if(op->contr->mode & PU_GLOVES) 1094 if (op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES) 1095 if (tmp->type == GLOVES || tmp->type == BRACERS)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1387 if(op->contr->mode & PU_CLOAK) 1101 if (op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK) 1102 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1103 {
1104 CHK_PICK_PICKUP;
1105 continue;
1106 }
1390 1107
1391 /* hoping to catch throwing daggers here */ 1108 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON) 1109 if (op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1110 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1395 1115
1396 /* careful: chairs and tables are weapons! */ 1116 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON) 1117 if (op->contr->mode & PU_ALLWEAPON)
1398 { 1118 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL) 1119 if (tmp->type == WEAPON)
1400 { 1120 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1121 {
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1122 CHK_PICK_PICKUP;
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1123 continue;
1404 } 1124 }
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 } 1125 }
1412 1126
1413 /* misc stuff that's useful */ 1127 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY) 1128 if (op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1129 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1130 {
1131 CHK_PICK_PICKUP;
1132 continue;
1133 }
1417 1134
1418 /* any of the last 4 bits set means we use the ratio for value 1135 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */ 1136 * pickups */
1420 if(op->contr->mode & PU_RATIO) 1137 if (op->contr->mode & PU_RATIO)
1421 { 1138 {
1422 /* use value density to decide what else to grab */ 1139 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */ 1140 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits 1141 /* >=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 */ 1142 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5; 1143 wvratio = op->contr->mode & PU_RATIO;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1144 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1428 { 1145 {
1429 pick_up(op, tmp);
1430#if 0 1146#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1147 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) { 1148 if (tmp->name != NULL)
1149 {
1433 fprintf(stderr,"%s", tmp->name); 1150 fprintf (stderr, "%s", tmp->name);
1434 } 1151 }
1435 else fprintf(stderr,"%s",tmp->arch->name); 1152 else
1153 fprintf (stderr, "%s", tmp->arch->archname);
1436 fprintf(stderr,",%d] = ", tmp->type); 1154 fprintf (stderr, ",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1155 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1438#endif 1156#endif
1439 continue; 1157 CHK_PICK_PICKUP;
1440 } 1158 continue;
1159 }
1160 } /* the new pickup model */
1441 } 1161 }
1442 } /* the new pickup model */ 1162
1443 }
1444 return ! stop; 1163 return !stop;
1164}
1165
1166/* routine for both players and monsters. We call this when
1167 * there is a possibility for our action distrubing our hiding
1168 * place or invisiblity spell. Artefact invisiblity causes
1169 * "noise" instead. If we arent invisible to begin with, we
1170 * return 0.
1171 */
1172static int
1173action_makes_visible (object *op)
1174{
1175 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1176 {
1177 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1178 {
1179 // artefact invisibility is permanent, but we still make noise
1180 // this is important for game-balance.
1181 if (op->contr)
1182 op->make_noise ();
1183
1184 return 0;
1185 }
1186
1187 if (op->contr && op->contr->tmp_invis == 0)
1188 return 0;
1189
1190 /* If monsters, they should become visible */
1191 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1192 {
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1194 return 1;
1195 }
1196 }
1197
1198 return 0;
1445} 1199}
1446 1200
1447/* 1201/*
1448 * Find an arrow in the inventory and after that 1202 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1203 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1204 * found object is returned.
1451 */ 1205 */
1206static object *
1452object *find_arrow(object *op, const char *type) 1207find_arrow (object *op, const char *type)
1453{ 1208{
1454 object *tmp = NULL; 1209 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1210 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1211 return splay (tmp);
1455 1212
1456 for(op=op->inv; op; op=op->below) 1213 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1214 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1458 QUERY_FLAG(op,FLAG_APPLIED)) 1215 if (object *arrow = find_arrow (tmp, type))
1459 tmp = find_arrow (op, type); 1216 {
1460 else if (op->type==ARROW && op->race==type) 1217 splay (tmp);
1218 return arrow;
1219 }
1220
1461 return op; 1221 return 0;
1462 return tmp;
1463} 1222}
1464 1223
1465/* 1224/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1225 * 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 1226 * 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 1227 * 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. 1228 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1229 */
1471 1230static object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1231find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1473{ 1232{
1474 object *tmp = NULL, *arrow, *ntmp; 1233 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1234 int attacknum, attacktype, betterby = 0, i;
1476 1235
1477 if (!type) 1236 if (!type)
1478 return NULL; 1237 return NULL;
1479 1238
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1239 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1240 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1241 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1242 {
1243 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1244 ntmp = find_better_arrow (arrow, target, type, &i);
1245
1485 if (i > betterby) { 1246 if (i > betterby)
1486 tmp = ntmp; 1247 {
1487 betterby = i; 1248 tmp = ntmp;
1488 } 1249 betterby = i;
1250 }
1251 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1252 else if (arrow->type == ARROW && arrow->race == type)
1253 {
1490 /* allways prefer assasination/slaying */ 1254 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1255 if (target->race && arrow->slaying.contains (target->race))
1492 strstr(arrow->slaying, target->race)) { 1256 {
1493 if (arrow->attacktype & AT_DEATH) { 1257 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1258 {
1495 return arrow; 1259 *better = 100;
1496 } else { 1260 return arrow;
1497 tmp = arrow; 1261 }
1262 else
1263 {
1264 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1265 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1266 }
1500 } else { 1267 }
1268 else
1269 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1270 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1271 {
1502 attacktype = 1<<attacknum; 1272 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1273 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1274 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1275 {
1276 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1277 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1507 } 1278 }
1508 } 1279 }
1280
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1281 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1282 {
1283 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1284 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1285 }
1286
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1287 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1288 {
1289 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1290 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1291 }
1292 }
1293 }
1517 } 1294 }
1518 } 1295
1519 }
1520 if (tmp == NULL && arrow == NULL) 1296 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1297 return find_arrow (op, type);
1522 1298
1523 *better = betterby; 1299 *better = betterby;
1524 return tmp; 1300 return tmp;
1525} 1301}
1526 1302
1527/* looks in a given direction, finds the first valid target, and calls 1303/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1304 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1305 * op = the shooter
1530 * type = bow->race 1306 * type = bow->race
1531 * dir = fire direction 1307 * dir = fire direction
1532 */ 1308 */
1533 1309static object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1310pick_arrow_target (object *op, shstr_cmp type, int dir)
1535{ 1311{
1536 object *tmp = NULL; 1312 object *tmp = NULL;
1537 mapstruct *m; 1313 maptile *m;
1538 int i, mflags, found, number; 1314 int i, mflags, found, number;
1539 sint16 x, y; 1315 sint16 x, y;
1540 1316
1541 if (op->map == NULL) 1317 if (op->map == NULL)
1542 return find_arrow(op, type); 1318 return find_arrow (op, type);
1543 1319
1544 /* do a dex check */ 1320 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1321 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))) 1322 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1323 return find_arrow (op, type);
1548 1324
1549 m = op->map; 1325 m = op->map;
1550 x = op->x; 1326 x = op->x;
1551 y = op->y; 1327 y = op->y;
1552 1328
1553 /* find the first target */ 1329 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1330 for (i = 0, found = 0; i < 20; i++)
1331 {
1555 x += freearr_x[dir]; 1332 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1333 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1334 mflags = get_map_flags (m, &m, x, y, &x, &y);
1335
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1336 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1559 tmp = NULL; 1337 {
1560 break; 1338 tmp = 0;
1339 break;
1340 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1341 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1342 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1343 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1344 * perhaps a bad assumption.
1564 */ 1345 */
1565 tmp = NULL; 1346 tmp = 0;
1566 break; 1347 break;
1567 } 1348 }
1349
1568 if (mflags & P_IS_ALIVE) { 1350 if (mflags & P_IS_ALIVE)
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1351 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1352 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1353 break;
1572 break;
1573 }
1574 if (found)
1575 break;
1576 }
1577 } 1354 }
1578 if (tmp == NULL) 1355
1356 if (!tmp)
1579 return find_arrow(op, type); 1357 return find_arrow (op, type);
1580 1358
1581 if (tmp->head) 1359 if (tmp->head)
1582 tmp = tmp->head; 1360 tmp = tmp->head;
1583 1361
1584 return find_better_arrow(op, tmp, type, &i); 1362 return find_better_arrow (op, tmp, type, &i);
1585} 1363}
1586 1364
1587/* 1365/*
1588 * Creature fires a bow - op can be monster or player. Returns 1366 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1367 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1370 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1371 * 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 1372 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1373 * player fire modes.
1596 */ 1374 */
1375int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1376fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1377{
1600 object *left, *bow; 1378 object *left, *bow;
1601 tag_t left_tag, tag; 1379 int mflags;
1602 int bowspeed, mflags; 1380 maptile *m;
1603 mapstruct *m;
1604 1381
1605 if (!dir) { 1382 if (!dir)
1383 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1385 return 0;
1386 }
1387
1388 if (op->contr)
1389 bow = op->current_weapon;
1390 else
1608 } 1391 {
1609 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow];
1611 else {
1612 for(bow=op->inv; bow; bow=bow->below) 1392 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1393 /* 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. 1394 * don't need to switch back and forth between bows and weapons.
1615 */ 1395 */
1616 if(bow->type==BOW) 1396 if (bow->type == BOW)
1617 break; 1397 break;
1618 1398
1619 if (!bow) { 1399 if (!bow)
1400 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1401 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1402 return 0;
1622 } 1403 }
1404
1405 // optimisation: move object to top so we will find it quickly again
1406 splay (bow);
1623 } 1407 }
1408
1624 if( !bow->race || !bow->skill) { 1409 if (!bow->race || !bow->skill)
1410 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1411 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1412 return 0;
1627 } 1413 }
1628 1414
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) { 1415 if (arrow == NULL)
1416 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1417 if ((arrow = find_arrow (op, bow->race)) == NULL)
1418 {
1639 if (op->type == PLAYER) 1419 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1420 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 */ 1421 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1422 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1423 CLEAR_FLAG (op, FLAG_READY_BOW);
1424
1645 return 0; 1425 return 0;
1646 } 1426 }
1647 } 1427 }
1428
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1429 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1430 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1431 return 0;
1651 } 1432
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1433 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1434 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1436 return 0;
1655 } 1437 }
1656 1438
1657 /* this should not happen, but sometimes does */ 1439 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1440 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1441 {
1442 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1443 arrow->destroy ();
1444 return 0;
1445 }
1663 1446
1664 left = arrow; /* these are arrows left to the player */ 1447 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count; 1448 arrow = arrow->split ();
1666 arrow = get_split_ob(arrow, 1); 1449 if (!arrow)
1667 if (arrow == NULL) { 1450 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1451 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1452 return 0;
1670 return 0;
1671 } 1453 }
1672 set_owner(arrow, op); 1454
1673 if (arrow->skill) free_string(arrow->skill); 1455 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1456 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1457 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1458
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 */ 1459 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1687 arrow->stats.hp = arrow->stats.dam; 1460 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1461 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1462 arrow->custom_name = arrow->slaying;
1690 arrow->spellarg = strdup_local(arrow->slaying);
1691 1463
1692 /* Note that this was different for monsters - they got their level 1464#if 0
1693 * added to the damage. I think the strength bonus is more proper. 1465 if (player *pl = op->contr)
1694 */
1695 1466 {
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1467 float speed = pl->weapon_sp;
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1468
1469 /* penalize ROF for bestarrow */
1470 if (pl->bowtype == bow_bestarrow)
1471 speed *= .9f;
1472 else
1473 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1474
1475 op->speed_left += speed - op->speed;
1476 }
1477#endif
1478
1479 SET_ANIMATION (arrow, arrow->direction);
1480
1700 /* update the speed */ 1481 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1482 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]) + 1483 + bow->stats.dam / 7.f;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1484
1706 if (arrow->speed < 1.0) 1485 arrow->set_speed (max (arrow->speed, 2.f));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1486 arrow->speed_left = 0;
1710 1487
1488 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1489
1711 if (op->type == PLAYER) { 1490 if (op->type == PLAYER)
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1491 {
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; 1492 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1493 wc -= dex_bonus[op->stats.Dex];
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1720 arrow->stats.wc + wc_mod;
1721 1494
1495 if (!arrow->slaying)
1496 arrow->slaying = op->slaying;
1497
1498 arrow->attacktype |= op->attacktype;
1499 }
1500 else
1501 {
1722 arrow->level = op->level; 1502 arrow->level = op->level;
1723 } 1503 arrow->stats.wc -= bow->magic;
1724 if (arrow->attacktype == AT_PHYSICAL) 1504
1505 if (!arrow->slaying)
1506 arrow->slaying = bow->slaying;
1507
1725 arrow->attacktype |= bow->attacktype; 1508 arrow->attacktype |= bow->attacktype;
1726 if (bow->slaying != NULL) 1509 }
1727 arrow->slaying = add_string(bow->slaying);
1728 1510
1729 arrow->map = m; 1511 wc -= arrow->level;
1512 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1513
1514 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1515 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1516 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1517
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1518 op->play_sound (sound_find ("fire_arrow"));
1734 tag = arrow->count; 1519 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1520
1737 if (!was_destroyed(arrow, tag)) 1521 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1522 move_arrow (arrow);
1739 1523
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; 1524 return 1;
1747} 1525}
1748 1526
1749/* Special fire code for players - this takes into 1527/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1528 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1529 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1530 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1531 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1532 * hence the function name.
1755 */ 1533 */
1534static int
1756int player_fire_bow(object *op, int dir) 1535player_fire_bow (object *op, int dir)
1757{ 1536{
1758 int ret=0, wcmod=0; 1537 int ret;
1759 1538
1760 if (op->contr->bowtype == bow_bestarrow) { 1539 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1540 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1541 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); 1542 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1543 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1544 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1545 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, 1546 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1547 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1548 else if (op->contr->bowtype == bow_threewide)
1549 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1551 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)]); 1552 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1553 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1554 else if (op->contr->bowtype == bow_spreadshot)
1555 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1556 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); 1557 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); 1558 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1559 }
1778 } else { 1560 else
1561 {
1779 /* Simple case */ 1562 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1563 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1564 }
1565
1782 return ret; 1566 return ret;
1783} 1567}
1784
1785 1568
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1569/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1570 * Broken apart from 'fire' to keep it more readable.
1788 */ 1571 */
1572static void
1789void fire_misc_object(object *op, int dir) 1573fire_misc_object (object *op, int dir)
1790{ 1574{
1791 object *item; 1575 object *item = op->contr->ranged_ob;
1792 1576
1793 if (!op->contr->ranges[range_misc]) { 1577 if (!item)
1578 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1580 return;
1796 } 1581 }
1797 1582
1798 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1583 if (!item->inv)
1584 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1585 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1586 return;
1802 } 1587 }
1803 if (item->type == WAND) { 1588
1804 if(item->stats.food<=0) { 1589 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; 1590 return;
1808 } 1591
1592 if (item->type == WAND)
1593 {
1594 if (item->stats.food <= 0)
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1598
1599 return;
1600 }
1601 }
1602 else if (item->type == ROD || item->type == HORN)
1603 {
1604 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1605
1606 // using the maximum of the rods charge allows at least one spell cast
1607 // for a rod or horn, this fixes some broken rods.
1608 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1609 {
1610 op->contr->play_sound (sound_find ("wand_poof"));
1611
1612 if (item->type == ROD)
1613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1614 else
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1616
1617 return;
1618 }
1619 }
1620
1621 if (cast_spell (op, item, dir, item->inv, NULL))
1622 {
1623 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1624
1625 if (item->type == WAND)
1626 {
1627 if (!(--item->stats.food))
1628 {
1629 object *tmp;
1630
1631 if (item->arch)
1632 {
1633 CLEAR_FLAG (item, FLAG_ANIMATE);
1634 item->face = item->arch->face;
1635 item->set_speed (0);
1636 }
1637
1638 if (object *pl = item->visible_to ())
1639 esrv_update_item (UPD_ANIM, pl, item);
1640 }
1641 }
1809 } else if (item->type == ROD || item->type==HORN) { 1642 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); 1643 drain_rod_charge (item);
1839 }
1840 } 1644 }
1841} 1645}
1842 1646
1843/* Received a fire command for the player - go and do it. 1647/* Received a fire command for the player - go and do it.
1844 */ 1648 */
1649bool
1845void fire(object *op,int dir) { 1650fire (object *op, int dir)
1651{
1846 int spellcost=0; 1652 int spellcost = 0;
1847 1653
1654 player *pl = op->contr;
1655
1656 if (pl->golem)
1657 {
1658 control_golem (op->contr->golem, dir);
1659 return false;
1660 }
1661
1662 object *ob = pl->ranged_ob;
1663
1664 if (!ob)
1665 return false;
1666
1667 if (op->speed_left > 0.f)
1668 --op->speed_left;
1669 else
1670 return false;
1671
1672 if (!op->change_weapon (ob))
1673 return false;
1674
1848 /* check for loss of invisiblity/hide */ 1675 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1676 if (action_makes_visible (op))
1677 make_visible (op);
1850 1678
1851 switch(op->contr->shoottype) { 1679 switch (ob->type)
1852 case range_none: 1680 {
1853 return; 1681 case BOW:
1854
1855 case range_bow:
1856 player_fire_bow(op, dir); 1682 player_fire_bow (op, dir);
1857 return; 1683 break;
1858 1684
1859 case range_magic: /* Casting spells */ 1685 case SPELL:
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1686 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1861 return; 1687 break;
1862 1688
1863 case range_misc: 1689 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 ); 1690 apply_map_builder (op, dir);
1691 break;
1692
1693 case SKILL:
1694 do_skill (op, op, ob, dir, 0);
1695 break;
1696
1697 default:
1698 fire_misc_object (op, dir);
1699 break;
1700 }
1701
1702 return true;
1703}
1704
1705static object *
1706find_key_ (object *pl, object *container, object *door)
1707{
1708 object *tmp, *key;
1709
1710 /* Should not happen, but sanity checking is never bad */
1711 if (!container->inv)
1712 return 0;
1713
1714 /* First, lets try to find a key in the top level inventory */
1715 for (tmp = container->inv; tmp; tmp = tmp->below)
1716 {
1717 if (door->type == DOOR && tmp->type == KEY)
1718 break;
1719
1720 /* For sanity, we should really check door type, but other stuff
1721 * (like containers) can be locked with special keys
1722 */
1723 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1724 break;
1725 }
1726
1727 /* No key found - lets search inventories now */
1728 /* If we find and use a key in an inventory, return at that time.
1729 * otherwise, if we search all the inventories and still don't find
1730 * a key, return
1731 */
1732 if (!tmp)
1733 {
1734 for (tmp = container->inv; tmp; tmp = tmp->below)
1735 /* No reason to search empty containers */
1736 if (tmp->type == CONTAINER && tmp->inv)
1737 if ((key = find_key_ (pl, tmp, door)))
1738 return key;
1739
1740 if (!tmp)
1888 return; 1741 return 0;
1889 default: 1742 }
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1743
1891 return; 1744 /* We get down here if we have found a key. Now if its in a container,
1745 * see if we actually want to use it
1746 */
1747 if (pl != container)
1892 } 1748 {
1893} 1749 /* Only let players use keys in containers */
1750 if (!pl->contr)
1751 return 0;
1894 1752
1753 /* cases where this fails:
1754 * If we only search the player inventory, return now since we
1755 * are not in the players inventory.
1756 * If the container is not active, return now since only active
1757 * containers can be used.
1758 * If we only search keyrings and the container does not have
1759 * a race/isn't a keyring.
1760 * No checking for all containers - to fall through past here,
1761 * inv must have been an container and must have been active.
1762 *
1763 * Change the color so that the message doesn't disappear with
1764 * all the others.
1765 */
1766 if (pl->contr->usekeys == key_inventory
1767 || !QUERY_FLAG (container, FLAG_APPLIED)
1768 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1769 {
1770 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1771 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1772 return NULL;
1773 }
1774 }
1895 1775
1776 return tmp;
1777}
1896 1778
1897/* find_key 1779/* find_key
1898 * We try to find a key for the door as passed. If we find a key 1780 * 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 1781 * and successfully use it, we return the key, otherwise NULL
1900 * This function merges both normal and locked door, since the logic 1782 * This function merges both normal and locked door, since the logic
1902 * pl is the player, 1784 * pl is the player,
1903 * inv is the objects inventory to searched 1785 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1786 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1787 * This function can be called recursively to search containers.
1906 */ 1788 */
1907 1789object *
1908object * find_key(object *pl, object *container, object *door) 1790find_key (object *pl, object *container, object *door)
1909{ 1791{
1910 object *tmp,*key; 1792 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 } 1793 {
1924 /* No key found - lets search inventories now */ 1794 // 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. 1795 // 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 1796 // of searching through containers ourselves.
1927 * a key, return 1797
1928 */ 1798 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 } 1799 }
1935 } 1800 else
1936 if (!tmp) return NULL; 1801 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} 1802}
1970 1803
1971/* moved door processing out of move_player_attack. 1804/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1805 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1806 * such that the caller should not do anything more,
1974 * 0 otherwise 1807 * 0 otherwise
1975 */ 1808 */
1809static int
1976static int player_attack_door(object *op, object *door) 1810player_attack_door (object *op, object *door)
1977{ 1811{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1812 /* 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 - 1813 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1814 * otherwise, we fall through to the rest of the code.
1982 */ 1815 */
1983 object *key=find_key(op, op, door); 1816 object *key = find_key (op, op, door);
1984 1817
1985 /* IF we found a key, do some extra work */ 1818 /* If we found a key, do some extra work */
1986 if (key) { 1819 if (key)
1820 {
1987 object *container=key->env; 1821 object *container = key->env;
1988 1822
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1823 if (action_makes_visible (op))
1990 if(action_makes_visible(op)) make_visible(op); 1824 make_visible (op);
1825
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1826 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1827 spring_trap (door->inv, op);
1828
1992 if (door->type == DOOR) { 1829 if (door->type == DOOR)
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1830 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 }
1995 else if(door->type==LOCKED_DOOR) { 1831 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1832 {
1997 "You open the door with the %s", query_short_name(key)); 1833 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1998 remove_door2(door); /* remove door without violence ;-) */ 1834 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1835 }
1836
2000 /* Do this after we print the message */ 1837 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1838 key->decrease (); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1839
2003 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1840 return 1; /* Nothing more to do below */
1841 }
2006 } else if (door->type==LOCKED_DOOR) { 1842 else if (door->type == LOCKED_DOOR)
1843 {
2007 /* Might as well return now - no other way to open this */ 1844 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1845 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2009 return 1; 1846 return 1;
2010 } 1847 }
1848
2011 return 0; 1849 return 0;
2012} 1850}
2013 1851
2014/* This function is just part of a breakup from move_player. 1852/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 1853 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 1854 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 1855 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 1856 * going to try and move (not fire weapons).
2019 */ 1857 */
2020 1858bool
2021void move_player_attack(object *op, int dir) 1859move_player_attack (object *op, int dir)
2022{ 1860{
2023 object *tmp, *mon, *tpl; 1861 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2024 sint16 nx, ny; 1862 {
1863 --op->speed_left;
1864 return true;
1865 }
1866
2025 int on_battleground; 1867 int on_battleground;
2026 mapstruct *m;
2027 1868
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 1869 sint16 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 1870 sint16 ny = freearr_y[dir] + op->y;
2032 1871
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 1872 on_battleground = op_on_battleground (op, 0, 0);
2034 1873
1874 if (out_of_map (op->map, nx, ny))
1875 return false;
1876
2035 /* If braced, or can't move to the square, and it is not out of the 1877 /* 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 1878 * 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 1879 * 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 1880 * 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 1881 * 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 1882 * 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 1883 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 1884 * move_ob uses.
2043 */ 1885 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1886 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 1887
2056 mon = NULL;
2057 /* Go through all the objects, and find ones of interest. Only stop if 1888 /* 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. 1889 * 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 1890 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 1891 * on the space
2061 */ 1892 */
2062 while (tmp!=NULL) { 1893 object *mon;
2063 if (tmp == op) { 1894 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2064 tmp=tmp->above; 1895 {
2065 continue; 1896 if ((mon->flag [FLAG_ALIVE]
1897 || mon->type == LOCKED_DOOR
1898 || mon->flag [FLAG_CAN_ROLL])
1899 && mon != op)
1900 break;
2066 } 1901 }
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1902
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 */ 1903 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 1904 return false; /* into a wall */
2078 1905
2079 if(mon->head != NULL)
2080 mon = mon->head; 1906 mon = mon->head_ ();
2081 1907
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1908 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1909 if (op->contr->weapon_sp_left > 0.f)
2083 if (player_attack_door(op, mon)) return; 1910 if (player_attack_door (op, mon))
1911 {
1912 --op->contr->weapon_sp_left;
1913 return true;
1914 }
2084 1915
2085 /* The following deals with possibly attacking peaceful 1916 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 1917 * or friendly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 1918 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 1919 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 1920 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 1921 * and thus will not push them.
2091 */ 1922 */
2092 1923
2093 /* If the creature is a pet, push it even if the player is not 1924 /* 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 1925 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 1926 * player owns it and it is either friendly or unagressive.
2096 */ 1927 */
2097 if ((op->type==PLAYER) 1928 if (op->type == PLAYER
2098#if COZY_SERVER 1929 && ((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)) 1930 && same_party (mon->owner->contr->party, op->contr->party))
2103 || get_owner(mon) == op 1931 || mon->owner == op)
2104 )
2105#else
2106 && get_owner(mon)==op
2107#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1932 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 1933 {
2110 /* If we're braced, we don't want to switch places with it */ 1934 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 1935 if (op->contr->braced)
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1936 return false;
2113 (void) push_ob(mon,dir,op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op);
2115 return;
2116 }
2117 1937
1938 if (op->speed_left > 0.f)
1939 {
1940 --op->speed_left;
1941
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944
1945 if (action_makes_visible (op))
1946 make_visible (op);
1947
1948 return true;
1949 }
1950 else
1951 return false;
1952 }
1953
2118 /* in certain circumstances, you shouldn't attack friendly 1954 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 1955 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 1956 * someone, but put it inside this loop so that you won't
2121 * attack them either. 1957 * attack them either.
2122 */ 1958 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 1959 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1960 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 ( 1961 && ((op->contr->peaceful
2126#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1962 || (mon->type == PLAYER && mon->contr->peaceful))
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground 1963 && !on_battleground))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
1969 if (!op->contr->braced)
2132 )) { 1970 {
2133 if (!op->contr->braced) { 1971 op->play_sound (sound_find ("push_player"));
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1972 push_ob (mon, dir, op);
2135 (void) push_ob(mon,dir,op); 1973 }
2136 } else { 1974 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 1975 op->statusmsg ("You withhold your attack");
1976
1977 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1978 make_visible (op);
1979
1980 return true;
1981 }
2138 } 1982 }
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 1983 /* 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. 1984 * roll it if not braced. You can't roll it if you are braced.
2144 */ 1985 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1986 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1987 {
1988 if (op->speed_left > 0.f)
1989 {
1990 --op->speed_left;
1991
2146 recursive_roll(mon,dir,op); 1992 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 1993 if (action_makes_visible (op))
2148 } 1994 make_visible (op);
2149 1995
1996 return true;
1997 }
1998 }
2150 /* Any generic living creature. Including things like doors. 1999 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2000 * 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: 2001 * 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 2002 * 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. 2003 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2004 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2005 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2006 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2007 {
2008 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2009 {
2010 --op->contr->weapon_sp_left;
2160 2011
2161 /* If the player hasn't hit something this tick, and does 2012 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 2013
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2014 if (action_makes_visible (op))
2015 make_visible (op);
2016
2017 return true;
2018 }
2170 } 2019 }
2171 2020
2172 skill_attack(mon, op, 0, NULL, NULL); 2021 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} 2022}
2190 2023
2024bool
2191int move_player(object *op,int dir) { 2025move_player (object *op, int dir)
2192 int pick; 2026{
2193 object *transport = op->contr->transport; 2027 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; 2028 return 0;
2029
2030 /* Sanity check: make sure dir is valid */
2031 if ((dir < 0) || (dir >= 9))
2032 {
2033 LOG (llevError, "move_player: invalid direction %d\n", dir);
2034 return 0;
2035 }
2036
2037 /* peterm: added following line */
2038 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2040
2041 op->facing = dir;
2042
2043 if (op->flag [FLAG_HIDDEN])
2044 do_hidden_move (op);
2045
2046 bool retval;
2047 int pick = 0;
2048
2049 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2050 retval = RESULT_INT (0);
2051 else if (op->contr->fire_on)
2052 retval = fire (op, dir);
2053 else
2054 {
2055 retval = move_player_attack (op, dir);
2056 pick = check_pick (op);
2057 }
2058
2059 /* Add special check for newcs players and fire on - this way, the
2060 * server can handle repeat firing.
2061 */
2062 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2063 op->direction = dir;
2064 else
2065 op->direction = 0;
2066
2067 /* Update how the player looks. Use the facing, so direction may
2068 * get reset to zero. This allows for full animation capabilities
2069 * for players.
2070 */
2071 animate_object (op, op->facing);
2072
2073 return retval;
2257} 2074}
2258 2075
2259/* This is similar to handle_player, below, but is only used by the 2076/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2077 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2078 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2079 * the new speed values for commands.
2263 * 2080 *
2264 * Returns true if there are more actions we can do. 2081 * Returns true if there are more actions we can do. Should not do
2082 * many actions in a row, as that would be too unfair to other
2083 * players.
2265 */ 2084 */
2085bool
2266int handle_newcs_player(object *op) 2086handle_newcs_player (object *op)
2267{ 2087{
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)) { 2088 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 } 2089 {
2090 if (op->speed_left > 0.f)
2091 {
2092 --op->speed_left;
2093 flee_player (op);
2292 2094
2293 /* I've been seeing crashes where the golem has been destroyed, but 2095 return true;
2294 * the player object still points to the defunct golem. The code that 2096 }
2295 * destroys the golem looks correct, and it doesn't always happen, so 2097 else
2296 * put this in a a workaround to clean up the golem pointer. 2098 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 } 2099 }
2304 2100
2305 /* call this here - we also will call this in do_ericserver, but 2101 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2102 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2103 * called, so we recheck it here.
2308 */ 2104 */
2309 HandleClient(&op->contr->socket, op->contr); 2105 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2106 return true;
2311 2107
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2108 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); 2109 return move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2110
2322 else return 0; 2111 return false;
2323 } 2112}
2113
2114static int
2115save_life (object *op)
2116{
2117 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2118 return 0;
2325}
2326 2119
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) 2120 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2121 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2122 {
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2123 op->play_sound (sound_find ("ob_evaporate"));
2337 "Your %s vibrates violently, then evaporates.", 2124 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2338 query_name(tmp)); 2125
2339 if (op->contr) 2126 tmp->destroy ();
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2127 CLEAR_FLAG (op, FLAG_LIFESAVE);
2128
2344 if(op->stats.hp<0) 2129 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2130 op->stats.hp = op->stats.maxhp;
2131
2346 if(op->stats.food<0) 2132 if (op->stats.food < 0)
2347 op->stats.food = 999; 2133 op->stats.food = 999;
2348 fix_player(op); 2134
2135 op->update_stats ();
2349 return 1; 2136 return 1;
2350 } 2137 }
2138
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2139 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2140 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2141 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2142 return 0;
2355} 2143}
2356 2144
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2145/* 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 2146 * 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 2147 * function will descend into containers. op is the object to start the search
2360 * from. 2148 * from.
2361 */ 2149 */
2150static void
2362void remove_unpaid_objects(object *op, object *env) 2151drop_unpaid_items (object *op, object *env)
2363{ 2152{
2364 object *next;
2365
2366 while (op) { 2153 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2154 {
2368 * we remove object 'op' 2155 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2156
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2157 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2158 op->insert_at (env);
2372 op->x = env->x; 2159 else if (op->inv)
2373 op->y = env->y; 2160 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 2161
2383 2162 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 } 2163 }
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} 2164}
2420 2165
2166void
2167object::drop_unpaid_items ()
2168{
2169 if (!flag [FLAG_REMOVED])
2170 ::drop_unpaid_items (inv, this);
2171}
2421 2172
2422 2173void
2423void do_some_living(object *op) { 2174do_some_living (object *op)
2175{
2424 int last_food=op->stats.food; 2176 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2177 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2178 int over_hp, over_sp, over_grace;
2427 int i; 2179 int i;
2428 int rate_hp = 1200; 2180 int rate_hp = 1200;
2429 int rate_sp = 2500; 2181 int rate_sp = 2500;
2430 int rate_grace = 2000; 2182 int rate_grace = 2000;
2431 const int max_hp = 1; 2183 const int max_hp = 1;
2432 const int max_sp = 1; 2184 const int max_sp = 1;
2433 const int max_grace = 1; 2185 const int max_grace = 1;
2434 2186
2435 if (op->contr->outputs_sync) { 2187 if (op->contr->hidden)
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2188 {
2437 if (op->contr->outputs[i].buf!=NULL && 2189 op->invisible = 1000;
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2190 /* the socket code flashes the player visible/invisible
2439 flush_output_element(op, &op->contr->outputs[i]); 2191 * depending on the value of invisible, so we need to
2192 * alternate it here for it to work correctly.
2193 */
2194 if (pticks & 2)
2195 op->invisible--;
2440 } 2196 }
2197 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2198 {
2199 if (!op->invisible--)
2200 {
2201 make_visible (op);
2202 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2203 }
2204 }
2441 2205
2442 if(op->contr->state==ST_PLAYING) { 2206 if (op->contr->ns->state == ST_PLAYING)
2443 2207 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2208 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2209 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) 2210 if (op->contr->gen_hp >= 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2211 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2560 else 2212 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2213 {
2214 gen_hp = op->stats.maxhp;
2215 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2216 }
2217
2218 if (op->contr->gen_sp >= 0)
2219 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2220 else
2221 {
2222 gen_sp = op->stats.maxsp;
2223 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2224 }
2225
2226 if (op->contr->gen_grace >= 0)
2227 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2228 else
2229 {
2230 gen_grace = op->stats.maxgrace;
2231 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2232 }
2233
2234 /* Regenerate Grace */
2235 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2236 if (--op->last_grace < 0)
2237 {
2238 if (op->stats.grace < op->stats.maxgrace / 2)
2239 op->stats.grace++; /* no penalty in food for regaining grace */
2240
2241 if (max_grace > 1)
2242 {
2243 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2244 if (over_grace > 0)
2245 {
2246 op->stats.sp += over_grace
2247 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2248 op->last_grace = 0;
2249 }
2250 else
2251 {
2252 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2253 }
2254 }
2255 else
2256 {
2257 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2258 }
2259 /* wearing stuff doesn't detract from grace generation. */
2260 }
2261
2262 if (op->stats.food > 0)
2263 {
2264 /* Regenerate Spell Points */
2265 if (!op->contr->golem && --op->last_sp < 0)
2266 {
2267 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2268
2269 if (op->stats.sp < op->stats.maxsp)
2270 {
2271 op->stats.sp++;
2272
2273 /* dms do not consume food */
2274 if (!QUERY_FLAG (op, FLAG_WIZ))
2275 {
2276 op->stats.food--;
2277
2278 if (op->contr->digestion < 0)
2279 op->stats.food += op->contr->digestion;
2280 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2281 op->stats.food = last_food;
2282 }
2283 }
2284
2285 if (max_sp > 1)
2286 {
2287 over_sp = (gen_sp + 10) / rate_sp;
2288 if (over_sp > 0)
2289 {
2290 if (op->stats.sp < op->stats.maxsp)
2291 {
2292 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2293
2294 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2295 op->stats.sp--;
2296
2297 if (op->stats.sp > op->stats.maxsp)
2298 op->stats.sp = op->stats.maxsp;
2299 }
2300
2301 op->last_sp = 0;
2302 }
2303 else
2304 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2305 }
2306 else
2307 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2308 }
2309
2310 /* Regenerate Hit Points */
2311 if (--op->last_heal < 0)
2312 {
2313 if (op->stats.hp < op->stats.maxhp)
2314 {
2315 op->stats.hp++;
2316
2317 /* dms do not consume food */
2318 if (!QUERY_FLAG (op, FLAG_WIZ))
2319 {
2320 op->stats.food--;
2321
2322 if (op->contr->digestion < 0)
2323 op->stats.food += op->contr->digestion;
2324 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2325 op->stats.food = last_food;
2326 }
2327 }
2328
2329 if (max_hp > 1)
2330 {
2331 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2332
2333 if (over_hp > 0)
2334 {
2335 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2336 op->last_heal = 0;
2337 }
2338 else
2339 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2340 }
2341 else
2342 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2343 }
2344 }
2345
2346 /* Digestion */
2347 if (--op->last_eat < 0)
2348 {
2349 int bonus = max (0, op->contr->digestion),
2350 penalty = max (0, -op->contr->digestion);
2351
2352 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2353
2562 /* dms do not consume food */ 2354 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2355 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2356 op->stats.food--;
2565 } 2357 }
2566 2358
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2359 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2360 {
2361 object *flesh = 0;
2569 2362
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2363 for_inv_removable (op, tmp)
2364 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2365 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2366 continue;
2367
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2368 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."); 2369 {
2574 manual_apply(op,tmp,0); 2370 op->statusmsg ("You blindly grab for a bite of food. "
2371 "H<To prevent you from starving, you ate some random item from your backpack.>");
2372 manual_apply (op, tmp, 0);
2373
2575 if(op->stats.food>=0||op->stats.hp<0) 2374 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2375 break;
2577 } 2376 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2377 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2378 flesh = tmp;
2580 } /* end of for loop */ 2379 }
2380
2581 /* If player is still starving, it means they don't have any food, so 2381 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2382 * eat flesh instead.
2583 */ 2383 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2384 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."); 2385 {
2386 op->statusmsg ("You blindly grab for a bite of food. "
2387 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 manual_apply(op,flesh,0); 2388 manual_apply (op, flesh, 0);
2587 } 2389 }
2588 } /* end if player is starving */
2589 2390
2590 while(op->stats.food<0&&op->stats.hp>0) 2391 // If player is still starving, alert him!
2591 op->stats.food++,op->stats.hp--; 2392 if (op->stats.food < 0)
2592 2393 op->failmsg ("You are starving! "
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2394 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2594 kill_player(op);
2595}
2596
2597 2395 }
2396
2397 if (op->stats.food < 0)
2398 {
2399 op->stats.hp += op->stats.food;
2400 op->stats.food = 0;
2401
2402 if (op->stats.hp < 0)
2403 {
2404 op->contr->killer = archetype::get ("killer_starvation");
2405 op->contr->killer->destroy ();
2406 }
2407 }
2408
2409 /* killer should be set here already */
2410 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2411 kill_player (op);
2412 }
2413}
2598 2414
2599/* If the player should die (lack of hp, food, etc), we call this. 2415/* 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 2416 * 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 2417 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2418 * file.
2603 */ 2419 */
2420void
2604void kill_player(object *op) 2421kill_player (object *op)
2605{ 2422{
2606 char buf[MAX_BUF];
2607 int x,y,i; 2423 int x, y;
2608 mapstruct *map; /* this is for resurrection */ 2424 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; 2425 int will_kill_again;
2615 archetype *at; 2426 archetype *at;
2616 object *tmp; 2427 object *tmp;
2617 2428
2618 if(save_life(op)) 2429 if (save_life (op))
2619 return; 2430 return;
2620 2431
2432 dynbuf_text deathtab;
2621 2433
2434 /* restore player */
2435 at = archetype::find (shstr_poisoning);
2436 if (object *tmp = present_arch_in_ob (at, op))
2437 {
2438 tmp->destroy ();
2439 deathtab << "Your body feels cleansed...\r";
2440 }
2441
2442 at = archetype::find (shstr_confusion);
2443 if (object *tmp = present_arch_in_ob (at, op))
2444 {
2445 tmp->destroy ();
2446 deathtab << "Your mind feels clearer...\r";
2447 }
2448
2449 cure_disease (op, 0, 0); /* remove any disease */
2450
2451 max_it (op->stats.hp , op->stats.maxhp);
2452 max_it (op->stats.sp , op->stats.maxsp);
2453 max_it (op->stats.grace, op->stats.maxgrace);
2454
2455 if (op->stats.food <= 0)
2456 op->stats.food = 999;
2457
2458 // remove all spell effects that are active
2459 // to avoid long-term effects such as word-of-recall
2460 for (object *item = op->inv; item; )
2461 {
2462 object *next = item->below;
2463
2464 if (item->type == SPELL_EFFECT && item->active)
2465 item->destroy ();
2466
2467 item = next;
2468 }
2469
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2470 /* 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. 2471 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2472 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2473 */
2626 if (op_on_battleground(op, &x, &y)) { 2474 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2475 {
2628 "You have been defeated in combat!"); 2476 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 2477
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 */ 2478 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2479 object *tmp = archetype::find (shstr_finger)->instance ();
2655 if (tmp != NULL) 2480
2656 { 2481 tmp->name = format ("%s's finger" , &op->name);
2657 sprintf(buf,"%s's finger",op->name); 2482 tmp->name_pl = format ("%s's fingers", &op->name);
2658 tmp->name = add_string(buf); 2483 tmp->msg = format (
2659 sprintf(buf," This finger has been cut off %s\n" 2484 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2485 &op->name, op->contr->title,
2661 op->name, op->contr->title, (int)(op->level), 2486 (int)op->level,
2662 op->contr->killer); 2487 op->contr->killer_name ()
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 2488 );
2489 tmp->value = 0, tmp->type = 0;
2490 tmp->material = name_to_material (shstr_organic);
2491 tmp->insert_at (op, tmp);
2492
2670 /* teleport defeated player to new destination*/ 2493 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2494 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2495 op->contr->braced = 0;
2673 return;
2674 }
2675 2496
2676 /* Lauwenmark: Handle for plugin death event */ 2497 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2498 return;
2499 }
2679 2500
2501 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2502 deathtab << "T<YOU HAVE DIED>\n\n";
2503
2504 INVOKE_PLAYER (DEATH, op->contr);
2505
2680 command_kill_pets (op, 0); 2506 command_kill_pets (op, 0);
2681 2507
2682 /* Lauwenmark: Handle for the global death event */ 2508 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 2509
2705 /* save the map location for corpse, gravestone*/ 2510 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2511 x = op->x;
2512 y = op->y;
2513 map = op->map;
2707 2514
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2515 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2516 * 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. 2517 * See the config.h file for a little more in depth detail about this.
2713 */ 2518 */
2714 2519
2715 /* Basically two ways to go - remove a stat permanently, or just 2520 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2521 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2522 * of death.
2718 */ 2523 */
2719#ifndef COZY_SERVER 2524#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2525 if (settings.balanced_stat_loss)
2526 {
2721 /* If stat loss is permanent, lose one stat only. */ 2527 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2528 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2529 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2530 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2531 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2532 little bit harder. */
2727 /* GD */ 2533 /* GD */
2728 if (settings.stat_loss_on_death) 2534 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2535 num_stats_lose = 1;
2730 else 2536 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2537 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2538 }
2539 else
2733 num_stats_lose = 1; 2540 num_stats_lose = 1;
2734 } 2541
2735 lost_a_stat = 0; 2542 lost_a_stat = 0;
2736 2543
2737 for (z=0; z<num_stats_lose; z++) { 2544 for (z = 0; z < num_stats_lose; z++)
2738 i = RANDOM() % NUM_STATS; 2545 {
2546 i = rndm (NUM_STATS);
2739 2547
2740 if (settings.stat_loss_on_death) { 2548 if (settings.stat_loss_on_death)
2549 {
2741 /* Pick a random stat and take a point off it. Tell the player 2550 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2551 * what he lost.
2743 */ 2552 */
2744 change_attr_value(&(op->stats), i,-1); 2553 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2554 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2555 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2556 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2557 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2558 lost_a_stat = 1;
2750 } else { 2559 }
2560 else
2561 {
2751 /* deplete a stat */ 2562 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2563 archetype *deparch = archetype::find (shstr_depletion);
2753 object *dep; 2564 object *dep;
2565
2566 dep = present_arch_in_ob (deparch, op);
2567 if (!dep)
2754 2568 {
2755 dep = present_arch_in_ob(deparch,op); 2569 dep = deparch->instance ();
2756 if(!dep) {
2757 dep = arch_to_object(deparch);
2758 insert_ob_in_ob(dep, op); 2570 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 2571 }
2788 if (lose_this_stat) { 2572 lose_this_stat = 1;
2573 if (settings.balanced_stat_loss)
2574 {
2575 /* GD */
2576 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2577 this_stat = get_attr_value (&(dep->stats), i);
2578 if (this_stat < 0)
2579 {
2580 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2581 int keep_chance = this_stat * this_stat;
2582
2583 /* Yes, I am paranoid. Sue me. */
2584 if (keep_chance < 1)
2585 keep_chance = 1;
2586
2587 /* There is a maximum depletion total per level. */
2588 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2589 {
2590 lose_this_stat = 0;
2591 /* Take loss chance vs keep chance to see if we
2592 retain the stat. */
2593 }
2594 else
2595 {
2596 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2597 lose_this_stat = 0;
2598 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2599 this_stat, keep_chance, loss_chance,
2600 lose_this_stat?"LOSE":"KEEP"); */
2601 }
2602 }
2603 }
2604
2605 if (lose_this_stat)
2606 {
2607 this_stat = get_attr_value (&dep->stats, i);
2790 /* We could try to do something clever like find another 2608 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2609 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2610 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2611 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2612 * difference.
2795 */ 2613 */
2796 if (this_stat>=-50) { 2614 if (this_stat >= -50)
2615 {
2797 change_attr_value(&(dep->stats), i, -1); 2616 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2617 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2618 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2619 op->update_stats ();
2801 lost_a_stat = 1; 2620 lost_a_stat = 1;
2802 } 2621 }
2803 } 2622 }
2623 }
2804 } 2624 }
2805 } 2625
2806 /* If no stat lost, tell the player. */ 2626 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2627 if (!lost_a_stat)
2808 { 2628 {
2809 /* determine_god() seems to not work sometimes... why is this? 2629 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2630 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2631 shstr_tmp god = determine_god (op);
2812 if (god && (strcmp(god, "none"))) 2632
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2633 if (god != shstr_none)
2814 "moment you feel the holy presence of %s protecting" 2634 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2815 " you.", god); 2635 else
2816 else 2636 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 } 2637 }
2638#else
2639 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2820#endif 2640#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 2641
2824 /* Put a gravestone up where the character 'almost' died. List the 2642 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2643 * exp loss on the stone.
2826 */ 2644 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2645 tmp = archetype::find (shstr_gravestone)->instance ();
2828 sprintf(buf,"%s's gravestone",op->name); 2646 tmp->name = format ("%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2647 tmp->name_pl = format ("%s's gravestones", &op->name);
2830 sprintf(buf,"%s's gravestones",op->name); 2648 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); 2649 &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; 2650 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2651 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2652
2841 /**************************************/ 2653 /**************************************/
2842 /* */ 2654 /* */
2843 /* Subtract the experience points, */ 2655 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2656 /* */
2847 /**************************************/ 2657 /**************************************/
2848 2658
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)); */ 2659 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2660 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 2661
2875 /* 2662 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2663 * 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 2664 * and put them back in the map.
2878 * in the map. 2665 */
2879 */ 2666 op->drop_unpaid_items ();
2880 2667
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 /****************************************/ 2668 /****************************************/
2890 /* */ 2669 /* */
2891 /* Move player to his current respawn- */ 2670 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2671 /* position (usually last savebed) */
2893 /* */ 2672 /* */
2894 /****************************************/ 2673 /****************************************/
2895 2674
2896 enter_player_savebed(op); 2675 enter_player_savebed (op);
2897 2676
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2677 op->contr->braced = 0;
2902 save_player(op,1);
2903 2678
2904 /* it is possible that the player has blown something up 2679 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2680 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2681 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2682 * on the space that might harm the player.
2908 */ 2683 */
2909 will_kill_again=0; 2684 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2685 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2686 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2687 will_kill_again |= tmp->attacktype;
2913 } 2688
2914 if (will_kill_again) { 2689 if (will_kill_again)
2690 {
2915 object *force; 2691 object *force;
2916 int at; 2692 int at;
2917 2693
2918 force=get_archetype(FORCE_NAME); 2694 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2695 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2696 force->speed = 0.1f;
2921 force->speed_left=-5.0; 2697 force->speed_left = -5.f;
2922 SET_FLAG(force, FLAG_APPLIED); 2698 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2699 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2700 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2701 force->resist[at] = 100;
2926 } 2702
2927 insert_ob_in_ob(force, op); 2703 insert_ob_in_ob (force, op);
2928 fix_player(op); 2704 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 } 2705 }
2987 }
2988 play_again(op);
2989 2706
2990 /* peterm: added to create a corpse at deathsite. */ 2707 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} 2708}
3004 2709
3005 2710static void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2711loot_object (object *op)
2712{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2713 object *tmp, *tmp2, *next;
3008 2714
3009 if (op->container) { /* close open sack first */ 2715 op->close_container (); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2716
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2717 for (tmp = op->inv; tmp; tmp = next)
2718 {
3014 next=tmp->below; 2719 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2720
3016 remove_ob(tmp); 2721 if (tmp->invisible)
2722 continue;
2723
2724 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2725 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2726
3019 loot_object(tmp); 2727 if (tmp->type == CONTAINER)
3020 } 2728 loot_object (tmp); /* empty container to ground */
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2729
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2730 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2731 {
3023 if(tmp->nrof>1) { 2732 if (tmp->nrof > 1)
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2733 {
3025 free_object(tmp2); 2734 tmp->decrease (rndm (1, tmp->nrof - 1));
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2735 insert_ob_in_map (tmp, op->map, NULL, 0);
2736 }
2737 else
2738 tmp->destroy ();
2739 }
3027 } else 2740 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2741 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2742 }
3032} 2743}
3033 2744
3034/* 2745/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 2746 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 2747 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 2748 * was changed.
3038 */ 2749 */
2750void
2751fix_weight ()
2752{
2753 for_all_players (pl)
2754 {
2755 sint32 old = pl->ob->carrying;
3039 2756
3040void fix_weight(void) { 2757 pl->ob->update_weight ();
3041 player *pl; 2758
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 2759 if (old != pl->ob->carrying)
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2760 {
3044 if(old == sum) 2761 pl->ob->update_stats ();
3045 continue; 2762 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3046 fix_player(pl->ob); 2763 }
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3048 pl->ob->name, old, sum);
3049 } 2764 }
3050} 2765}
3051 2766
3052void fix_luck(void) { 2767void
3053 player *pl; 2768fix_luck ()
3054 for (pl = first_player; pl != NULL; pl = pl->next) 2769{
2770 for_all_players (pl)
3055 if (!pl->ob->contr->state) 2771 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 2772 pl->ob->change_luck (0);
3057} 2773}
3058
3059 2774
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 2775/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 2776 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 2777 * just treat this as any other spell casting object.
3063 */ 2778 */
3064 2779void
3065void cast_dust (object *op, object *throw_ob, int dir) { 2780cast_dust (object *op, object *throw_ob, int dir)
2781{
3066 object *skop, *spob; 2782 object *skop, *spob;
3067 2783
3068 skop = find_skill_by_name(op, throw_ob->skill); 2784 skop = find_skill_by_name (op, throw_ob->skill);
3069 2785
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 2786 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 2787 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2788 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 2789 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 2790 return;
3074 return;
3075 } 2791 }
2792
3076 spob = throw_ob->inv; 2793 spob = throw_ob->inv;
2794
2795 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2796 // not pass NULL to cast_spell (which did indeed check itself, but
2797 // errors should be reported as early as possible IMHO)
2798 if (!spob)
2799 {
2800 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2801 return;
2802 }
2803
3077 if (op->type==PLAYER && spob) 2804 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 2805 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 2806
3080 cast_spell(op, throw_ob, dir, spob, NULL); 2807 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 2808
2809 throw_ob->destroy ();
2810}
2811
2812void
3086void make_visible (object *op) { 2813make_visible (object *op)
3087 op->hide = 0; 2814{
2815 op->flag [FLAG_HIDDEN] = 0;
3088 op->invisible = 0; 2816 op->invisible = 0;
3089 if(op->type==PLAYER) {
3090 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3092 }
3093 update_object(op,UP_OBJ_FACE);
3094}
3095 2817
3096int is_true_undead(object *op) {
3097 object *tmp=NULL;
3098
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3100
3101 if(op->type==PLAYER) 2818 if (op->type == PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below) 2819 {
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2820 op->contr->tmp_invis = 0;
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2821 op->contr->invis_race = 0;
2822 }
2823
2824 update_object (op, UP_OBJ_CHANGE);
2825}
2826
2827int
2828is_true_undead (object *op)
2829{
2830 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2831 return 1;
2832
3105 return 0; 2833 return 0;
3106} 2834}
3107 2835
3108/* look at the surrounding terrain to determine 2836/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 2837 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 2838 * indicate greater hideability.
3111 */ 2839 */
3112 2840int
3113int hideability(object *ob) { 2841hideability (object *ob)
2842{
3114 int i,level=0, mflag; 2843 int i, level = 0, mflag;
3115 sint16 x,y; 2844 sint16 x, y;
3116 2845
3117 if(!ob||!ob->map) return 0; 2846 if (!ob || !ob->map)
2847 return 0;
3118 2848
3119 /* so, on normal lighted maps, its hard to hide */ 2849 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 2850 level = ob->map->darklevel () - 2;
3121 2851
3122 /* this also picks up whether the object is glowing. 2852 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 2853 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 2854 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2855 if (ob->has_carried_lights ())
2856 level = -(10 + (2 * ob->map->darklevel ()));
3126 2857
3127 /* scan through all nearby squares for terrain to hide in */ 2858 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2859 for (i = 0, x = ob->x, y = ob->y;
2860 i <= SIZEOFFREE1;
2861 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2862 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2863 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 2864 if (mflag & P_OUT_OF_MAP)
2865 continue;
2866
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2867 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 2868 level += 2;
3133 else /* open terrain! */ 2869 else /* open terrain! */
3134 level -= 1; 2870 level -= 1;
3135 } 2871 }
3136 2872
3137#if 0 2873#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2874 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 2875#endif
3140 return level; 2876 return level;
3141} 2877}
3142 2878
3143/* For Hidden creatures - a chance of becoming 'unhidden' 2879/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 2880 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 2881 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 2882 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 2883 */
3148 2884void
3149void do_hidden_move (object *op) { 2885do_hidden_move (object *op)
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2886{
3151 object *skop; 2887 int hide = 0;
3152 2888
3153 if(!op || !op->map) return; 2889 if (!op || !op->map)
2890 return;
3154 2891
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2892 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2893 int num = random_roll (0, 19, op, PREFER_LOW);
3156 2894
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 2895 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 2896 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 2897 if (!skop || num >= skop->level)
2898 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2899 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 2900 make_visible (op);
3162 return; 2901 return;
3163 } else num += 20;
3164 } 2902 }
2903 else
2904 num += 20;
2905
3165 num += op->map->difficulty; 2906 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 2907 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 2908 num -= hide;
2909
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2910 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2911 {
3169 make_visible(op); 2912 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2913
3171 "You moved out of hiding! You are visible!"); 2914 if (op->type == PLAYER)
2915 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 2916 }
3173 else if (op->type == PLAYER && skop) { 2917 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2918 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 2919}
3177 2920
3178/* determine if who is standing near a hostile creature. */ 2921/* determine if who is standing near a hostile creature. */
3179 2922
2923int
3180int stand_near_hostile( object *who ) { 2924stand_near_hostile (object *who)
2925{
3181 object *tmp=NULL; 2926 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 2927 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 2928 maptile *m;
3184 sint16 x,y; 2929 sint16 x, y;
3185 2930
3186 if(!who) return 0; 2931 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 2932 return 0;
2933
2934 if (who->type == PLAYER)
2935 player = 1;
2936
2937 else
2938 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2939
2940 /* search adjacent squares */
2941 for (i = 1; i < 9; i++)
2942 {
2943 x = who->x + freearr_x[i];
2944 y = who->y + freearr_y[i];
2945 m = who->map;
2946 mflags = get_map_flags (m, &m, x, y, &x, &y);
2947 /* space must be blocked if there is a monster. If not
2948 * blocked, don't need to check this space.
2949 */
2950 if (mflags & P_OUT_OF_MAP)
2951 continue;
2952 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2953 continue;
2954
2955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2956 {
2957 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2958 return 1;
2959 else if (tmp->type == PLAYER)
2960 {
2961 /*don't let a hidden DM prevent you from hiding */
2962 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2963 return 1;
2964 }
2965 }
2966 }
2967 return 0;
3216} 2968}
3217 2969
3218/* check the player los field for viewability of the 2970/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 2971 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 2972 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable" 2973 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be 2974 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking 2975 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind 2976 * in? Realistically, most of us can't see stuff behind
3225 * our backs...on the other hand, does the "facing" direction 2977 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible 2978 * imply the way your head, or body is facing? It's possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 2979 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 2980 * -b.t.
3229 * This function is now map tiling safe. 2981 * This function is now map tiling safe.
3230 */ 2982 */
3231 2983int
3232int player_can_view (object *pl,object *op) { 2984player_can_view (object *pl, object *op)
2985{
3233 rv_vector rv; 2986 rv_vector rv;
3234 int dx,dy; 2987 int dx, dy;
3235 2988
3236 if(pl->type!=PLAYER) { 2989 if (pl->type != PLAYER)
2990 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 2991 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 2992 return -1;
3263 op = op->more;
3264 } 2993 }
2994
2995 if (!pl || !op)
3265 return 0; 2996 return 0;
3266}
3267 2997
3268/* routine for both players and monsters. We call this when 2998 op = op->head_ ();
3269 * there is a possibility for our action distrubing our hiding 2999
3270 * place or invisiblity spell. Artefact invisiblity is not 3000 get_rangevector (pl, op, &rv, 0x1);
3271 * effected by this. If we arent invisible to begin with, we 3001
3272 * return 0. 3002 /* starting with the 'head' part, lets loop
3003 * through the object and find if it has any
3004 * part that is in the los array but isn't on
3005 * a blocked los square.
3006 * we use the archetype to figure out offsets.
3273 */ 3007 */
3274int action_makes_visible (object *op) { 3008 while (op)
3009 {
3010 dx = rv.distance_x + op->arch->x;
3011 dy = rv.distance_y + op->arch->y;
3275 3012
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3013 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3278 return 0;
3279
3280 if (op->contr && op->contr->tmp_invis == 0) return 0;
3281
3282 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3285 return 1; 3014 return 1;
3286 } 3015
3016 op = op->more;
3287 } 3017 }
3018
3288 return 0; 3019 return 0;
3289} 3020}
3290 3021
3291/* op_on_battleground - checks if the given object op (usually 3022/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3023 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3024 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3025 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3026 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3027 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3028 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3029 */
3030int
3299int op_on_battleground (object *op, int *x, int *y) { 3031op_on_battleground (object *op, int *x, int *y)
3300 object *tmp; 3032{
3301
3302 /* A battleground-tile needs the following attributes to be valid: 3033 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3034 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3035 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3036 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3037 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3038 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3039 for (object *tmp = op->below; tmp; tmp = tmp->below)
3040 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3041 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3042 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3043 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3311 strcmp(tmp->name, "battleground")==0 && 3044 && tmp->type == BATTLEGROUND
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3045 && tmp->name == shstr_battleground
3046 && EXIT_X (tmp) && EXIT_Y (tmp))
3047 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3048 /* before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3049 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3315 object *invtmp; 3050 {
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3051 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3052 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3053 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3319 if (x != NULL && y != NULL) 3054 {
3055 if (x && y)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3056 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3057
3058 return 1;
3059 }
3060 }
3061 }
3062
3063 if (x && y)
3064 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3065
3321 return 1; 3066 return 1;
3322 } 3067 }
3323 } 3068 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3069 }
3329 } 3070
3330 }
3331 /* If we got here, did not find a battleground */ 3071 /* If we got here, did not find a battleground */
3332 return 0; 3072 return 0;
3333} 3073}
3334 3074
3335/* 3075/*
3339 * attributes: 3079 * attributes:
3340 * object *who the dragon player 3080 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3081 * int atnr the attack-number of the ability focus
3342 * int level ability level 3082 * int level ability level
3343 */ 3083 */
3084void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3085dragon_ability_gain (object *who, int atnr, int level)
3086{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3087 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3088 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3089 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3090 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3091 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3092 int i = 0, j = 0;
3351 3093
3352 /* get the appropriate treasurelist */ 3094 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3095 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3096 trlist = treasurelist::find (shstr_dragon_ability_fire);
3355 else if (atnr == ATNR_COLD) 3097 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3098 trlist = treasurelist::find (shstr_dragon_ability_cold);
3357 else if (atnr == ATNR_ELECTRICITY) 3099 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3100 trlist = treasurelist::find (shstr_dragon_ability_elec);
3359 else if (atnr == ATNR_POISON) 3101 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3102 trlist = treasurelist::find (shstr_dragon_ability_poison);
3361 3103
3362 if (trlist == NULL || who->type != PLAYER) 3104 if (trlist == NULL || who->type != PLAYER)
3363 return; 3105 return;
3364 3106
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3107 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3108
3367 3109 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3110 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3111 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3112 return;
3371 } 3113 }
3372 3114
3373 /* everything seems okay - now bring on the gift: */ 3115 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3116 item = tr->item;
3375 3117
3376 if (item->type == SPELL) { 3118 if (item->type == SPELL)
3119 {
3377 if (check_spell_known (who, item->name)) 3120 if (check_spell_known (who, item->name))
3378 return; 3121 return;
3379 3122
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3123 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3124 do_learn_spell (who, item, 0);
3382 return; 3125 return;
3383 } 3126 }
3384 3127
3385 /* grant direct spell */ 3128 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3129 if (item->type == SPELLBOOK)
3130 {
3387 if (!item->inv) { 3131 if (!item->inv)
3132 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3133 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3134 return;
3391 } 3135 }
3392 if (check_spell_known (who, item->inv->name)) 3136 if (check_spell_known (who, item->inv->name))
3393 return; 3137 return;
3394 if (item->invisible) { 3138 if (item->invisible)
3139 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3140 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3141 do_learn_spell (who, item->inv, 0);
3397 return; 3142 return;
3398 } 3143 }
3399 } 3144 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3145 else if (item->type == SKILL_TOOL && item->invisible)
3146 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3147 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3148 {
3402 3149
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3150 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3151 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3152 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3153 * but not all of them, he gets nothing.
3407 */ 3154 */
3408 if (!(skop->attacktype & item->attacktype)) { 3155 if (!(skop->attacktype & item->attacktype))
3156 {
3409 /* Give new attacktype */ 3157 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3158 skop->attacktype |= item->attacktype;
3411 3159
3412 /* always add physical if there's none */ 3160 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3161 skop->attacktype |= AT_PHYSICAL;
3414 3162
3415 if (item->msg != NULL) 3163 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3164 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3165
3418 /* Give player new face */ 3166 /* Give player new face */
3419 if (item->animation_id) { 3167 if (item->animation_id)
3168 {
3420 who->face = skop->face; 3169 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3170 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3171 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3172 who->last_anim = 0;
3424 who->state = 0; 3173 who->state = 0;
3425 animate_object(who, who->direction); 3174 animate_object (who, who->direction);
3426 } 3175 }
3176 }
3177 }
3427 } 3178 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3179 else if (item->type == FORCE)
3180 {
3431 /* forces in the treasurelist can alter the player's stats */ 3181 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3182 object *skin;
3183
3433 /* first get the dragon skin force */ 3184 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3185 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3435 skin=skin->below); 3186 ;
3436 if (skin == NULL) return; 3187
3437 3188 if (!skin)
3189 return;
3190
3438 /* adding new spellpath attunements */ 3191 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3192 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3193 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3194 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3195
3442 /* print message */ 3196 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3197 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3198 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3199 {
3446 if (j) 3200 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3201 {
3448 else 3202 if (j)
3449 j = 1; 3203 strcat (buf, " and ");
3204 else
3205 j = 1;
3450 strcat(buf, spellpathnames[i]); 3206 strcat (buf, spellpathnames[i]);
3451 } 3207 }
3452 } 3208 }
3453 strcat(buf,"."); 3209 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3210 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3211 }
3456 3212
3457 /* evtl. adding flags: */ 3213 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3214 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3215 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3216 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3217 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3218 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3219 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3220
3465 /* print message if there is one */ 3221 /* print message if there is one */
3466 if (item->msg != NULL) 3222 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3223 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3224 }
3225 else
3468 } 3226 {
3469 else {
3470 /* generate misc. treasure */ 3227 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3228 tmp = tr->item->instance ();
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3229 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3230 who->insert (tmp);
3474 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp);
3476 } 3231 }
3477} 3232}
3478 3233
3479/** 3234/**
3480 * Unready an object for a player. This function does nothing if the object was 3235 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3236 * not readied.
3482 */ 3237 */
3238void
3483void player_unready_range_ob(player *pl, object *ob) { 3239player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3240{
3241 if (pl->ob->current_weapon == ob)
3242 pl->ob->current_weapon = 0;
3485 3243
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3244 if (pl->combat_ob == ob)
3487 if (pl->ranges[i] == ob) { 3245 pl->combat_ob = 0;
3488 pl->ranges[i] = NULL; 3246
3489 if (pl->shoottype == i) { 3247 if (pl->ranged_ob == ob)
3490 pl->shoottype = range_none; 3248 pl->ranged_ob = 0;
3491 }
3492 }
3493 }
3494} 3249}
3250
3251//-GPL
3252
3253sint8
3254player::darkness_at (maptile *map, int x, int y) const
3255{
3256 if (!ns)
3257 return LOS_BLOCKED;
3258
3259 int dx, dy;
3260 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3261 return LOS_BLOCKED;
3262
3263 x += dx - ns->current_x;
3264 y += dy - ns->current_y;
3265
3266 return blocked_los (x, y);
3267}
3268
3269void
3270player::infobox (const char *title, const char *msg, int color)
3271{
3272 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3273}
3274
3275void
3276player::statusmsg (const char *msg, int color)
3277{
3278 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3279}
3280
3281void
3282player::failmsg (const char *msg, int color)
3283{
3284 play_sound (sound_find ("generic_failure"));
3285 statusmsg (msg, color);
3286}
3287

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