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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 2006 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

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

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