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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 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 1.7 2006/08/27 16:15:13 root 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 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 } 190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
227 193
228 /* Clears basically the entire player structure except 194 INVOKE_PLAYER (DISCONNECT, this);
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->extendable_init (); //HACK
233 195
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{
234 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 243 * we deal with that below this point.
236 */ 244 */
237 p->party=NULL; 245 outputs_sync = 4;
238 p->outputs_sync=16; /* Every 2 seconds */ 246 outputs_count = 4;
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 248
243#ifdef AUTOSAVE 249 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 250
245#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)
246 270 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 271 ob->destroy_inv (false);
272 ob->destroy ();
248 273 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 274
258 roll_stats(op); 275 ob = observe = viewpoint = 0;
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 276}
300 277
301 278player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 279{
305 strcpy(op->contr->maplevel, first_map_path); 280 /* Clear item stack */
306 op->x = -1; 281 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310
311/* Tries to add player on the connection passwd in ns.
312 * All we can really get in this is some settings like host and display
313 * mode.
314 */
315
316int add_player(NewSocket *ns) {
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0;
339} 282}
340 283
341/* 284/*
342 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
345 */ 288 */
289static archetype *
346archetype *get_player_archetype(archetype* at) 290get_player_archetype (archetype *at)
347{ 291{
348 archetype *start = at; 292 // archetypes could have been reloaded
349 for (;;) { 293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
350 if (at==NULL || at->next==NULL) 294
351 at=first_archetype; 295 if (!nat)
352 else
353 at=at->next;
354 if(at->clone.type==PLAYER)
355 return at; 296 return at;
356 if (at == start) { 297
357 LOG (llevError, "No Player archetypes\n"); 298 archvec::iterator i = archetypes.find (nat);
358 exit (-1); 299
359 } 300 for (;;)
360 } 301 {
361} 302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
362 306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
310}
363 311
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 *
364object *get_nearest_player(object *mon) { 333get_nearest_player (object *mon)
334{
365 object *op = NULL; 335 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 336 objectlink *ol;
368 unsigned lastdist; 337 unsigned lastdist;
369 rv_vector rv; 338 rv_vector rv;
370 339
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
372 /* We should not find free objects on this friendly list, but it 341 {
373 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop.
376 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
378 object *tmp=ol->ob;
379
380 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared.
382 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next;
385 remove_friendly_object(tmp);
386 if (!ol) return op;
387 }
388
389 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this
395 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 343 continue;
398 344
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
408 op=pl->ob; 346 {
347 op = ol->ob;
409 lastdist=rv.distance; 348 lastdist = rv.distance;
349 }
410 } 350 }
411 } 351
412 } 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
413#if 0 360#if 0
414 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)");
415#endif 362#endif
416 return op; 363 return op;
417} 364}
418 365
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 368 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 382 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 383 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 384 * is probably not a good thing.
438 */ 385 */
439#define MAX_SPACES 50 386#define MAX_SPACES 50
440
441 387
442/* 388/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 390 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 391 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 404 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 405 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 406 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 407 * is blocking itself.
462 */ 408 */
409int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 410path_to_player (object *mon, object *pl, unsigned mindiff)
411{
464 rv_vector rv; 412 rv_vector rv;
465 sint16 x,y; 413 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 415 maptile *m, *lastmap;
468 416
469 get_rangevector(mon, pl, &rv, 0); 417 get_rangevector (mon, pl, &rv, 0);
470 418
471 if (rv.distance<mindiff) return 0; 419 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 420 return 0;
724}
725 421
726void 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));
727 428
728 op->contr->write_buf[0]='\0'; 429 /* If we can't solve it within the search distance, return now. */
729 op->contr->state=ST_CONFIRM_PASSWORD; 430 if (diff > max)
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 431 return 0;
731}
732 432
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
733void get_party_password(object *op, partylist *party) { 632get_party_password (object *op, partylist *party)
633{
734 if (party == NULL) { 634 if (party == NULL)
635 {
735 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);
736 return; 637 return;
737 } 638 }
639
738 op->contr->write_buf[0]='\0'; 640 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
741 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:");
742} 644}
743
744 645
745/* 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. */
746int roll_stat(void) { 647static int
648roll_stat ()
649{
747 int a[4],i,j,k; 650 int a[4], i, j, k;
748 651
749 for(i=0;i<4;i++) 652 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 653 a[i] = (int) rndm (6) + 1;
751 654
752 for(i=0,j=0,k=7;i<4;i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 656 if (a[i] < k)
754 k=a[i],j=i; 657 k = a[i], j = i;
755 658
756 for(i=0,k=0;i<4;i++) { 659 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 660 if (i != j)
758 k+=a[i]; 661 k += a[i];
759 } 662
760 return k; 663 return k;
761} 664}
762 665
763void roll_stats(object *op) { 666void
667object::roll_stats ()
668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
764 int sum=0; 673 int sum = 0;
765 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
766 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
767 676
768 do { 677 if (sum >= 82 && sum <= 116)
769 op->stats.Str=roll_stat(); 678 break;
770 op->stats.Dex=roll_stat(); 679 }
771 op->stats.Int=roll_stat();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 680
781 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 683
790 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
803 op->stats.Dex = statsort[1];
804 op->stats.Con = statsort[2];
805 op->stats.Int = statsort[3];
806 op->stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6];
809 686
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 687 stats.exp = 0;
821 op->stats.ac=0; 688 stats.ac = 0;
822 689
690 stats.hp = stats.maxhp;
691 stats.sp = stats.maxsp;
692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
823 op->contr->levhp[1] = 9; 696 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 697 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 698 contr->levgrace[1] = 3;
826 699
827 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
828 op->stats.hp = op->stats.maxhp; 720 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 721 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 730 contr->orig_stats = stats;
731 }
832} 732}
833 733
834void Roll_Again(object *op) 734static void
735start_info (object *op)
835{ 736{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
844 738
845 if ( op->contr->Swap_First == -1 ) { 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 741}
953 742
954/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
958 * not the class. 747 * not the class.
959 */ 748 */
960 749void
961int key_change_class(object *op, char key) 750player::chargen_race_done ()
962{ 751{
963 int tmp_loop;
964
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') {
971 char buf[MAX_BUF];
972
973 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 753 esrv_new_player (ob->contr);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 754
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl)
757 create_treasure (tl, ob, 0, 0, 0);
758
977 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
979 761
980 op->contr->state=ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
981 763
982 if (op->msg) { 764 if (ob->msg)
983 free_string(op->msg); 765 ob->msg = 0;
984 op->msg=NULL;
985 }
986 766
987 /* We create this now because some of the unique maps will need it
988 * to save here.
989 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
991 make_path_to_file(buf);
992
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 767 start_info (ob);
997 CLEAR_FLAG(op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 769 give_initial_items (ob, ob->randomitems);
999 link_player_skills(op);
1000 esrv_send_inventory(op, op); 770 esrv_send_inventory (ob, ob);
1001 fix_player(op); 771 ob->update_stats ();
1002 772
1003 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1004 * is one for this race 774 * is one for this race
1005 */ 775 */
1006 if(*first_map_ext_path) { 776 if (*first_map_ext_path)
1007 object *tmp; 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1008 mapstruct *oldmap = op->map; 778 else
1009 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s",
1011 first_map_ext_path, op->arch->name);
1012 tmp=get_object();
1013 EXIT_PATH(tmp) = add_string(mapname);
1014 EXIT_X(tmp) = op->x;
1015 EXIT_Y(tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the
1018 * default initial map */
1019 free_object(tmp);
1020 } else {
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 780}
1023 return 0;
1024 }
1025 781
782void
783player::chargen_race_next ()
784{
1026 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1028 */ 787 */
1029 788
1030 tmp_loop = 0; 789 do
1031 while(!tmp_loop) { 790 {
1032 const char *name = add_string (op->name); 791 shstr name = ob->name;
1033 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1034 remove_statbonus(op); 793
1035 remove_ob (op); 794 ob->remove_statbonus ();
795 ob->remove ();
1036 op->arch = get_player_archetype(op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1037 copy_object (&op->arch->clone, op); 797 ob->arch->copy_to (ob);
1038 op->instantiate (); 798 ob->instantiate ();
1039 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1040 free_string (op->name); 800 ob->name = ob->name_pl = name;
1041 op->name = name; 801 ob->x = x;
1042 free_string(op->name_pl); 802 ob->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 805 assign (ob->contr->title, ob->arch->object::name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 806 ob->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 807 }
808 while (!allowed_class (ob));
809
1055 update_object(op,UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 811 esrv_update_item (UPD_FACE, ob, ob);
1057 fix_player(op); 812 ob->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1060 op->stats.grace=0; 815 ob->stats.grace = 0;
1061 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg);
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1064 return 0;
1065} 816}
1066 817
1067int key_confirm_quit(object *op, char key) 818static void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 819flee_player (object *op)
820{
1113 int dir,diff; 821 int dir, diff;
1114 rv_vector rv; 822 rv_vector rv;
1115 823
1116 if(op->stats.hp < 0) { 824 if (op->stats.hp < 0)
825 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 828 return;
829 }
830
831 if (!op->enemy)
1120 } 832 {
1121
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 835 return;
1126 } 836 }
1127 837
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 {
1139 op->enemy=NULL; 840 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 842 return;
1142 } 843 }
844
1143 get_rangevector(op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1144 846
1145 dir=absdir(4+rv.direction); 847 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 848 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 858 op->enemy = NULL;
1156} 859}
1157
1158 860
1159/* 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.
1160 * 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
1161 * stop. 863 * stop.
1162 */ 864 */
865int
1163int check_pick(object *op) { 866check_pick (object *op)
867{
1164 object *tmp, *next; 868 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 869 int stop = 0;
1167 int j, k, wvratio; 870 int wvratio;
1168 char putstring[128], tmpstr[16];
1169 871
1170
1171 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1173 return 1; 874 return 1;
1174 875
1175 op_tag = op->count;
1176
1177 next = op->below; 876 next = op->below;
1178 if (next) 877
1179 next_tag = next->count; 878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1180 880
1181 /* 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
1182 * destroyed */ 882 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 883 while (next && !next->destroyed ())
1184 { 884 {
1185 tmp = next; 885 tmp = next;
1186 next = tmp->below; 886 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 887
1190 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 ())
1191 return 0; 895 return 0;
1192 896
1193 if ( ! can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1194 continue; 898 continue;
1195 899
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 901 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1200 continue; 905 continue;
1201 } 906 }
1202 907
1203 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) {
1205 switch (op->contr->mode) {
1206 case 0: return 1; /* don't pick up */
1207 case 1: pick_up (op, tmp);
1208 return 1;
1209 case 2: pick_up (op, tmp);
1210 return 0;
1211 case 3: return 0; /* stop before pickup */
1212 case 4: pick_up (op, tmp);
1213 break;
1214 case 5: pick_up (op, tmp);
1215 stop = 1;
1216 break;
1217 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp);
1221 break;
1222
1223 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp);
1226 break;
1227
1228 default:
1229 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */ 908 /* pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
1240 { 910 {
1241 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 912 const char *str = tmp->name
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 914 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 915 : format ("item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 917
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 918 new_draw_info (NDI_UNIQUE, 0, op, str);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 }
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265
1266#if 0
1267 /* print the flags too */
1268 for(k=0;k<4;k++)
1269 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31);
1271 for(j=0;j<32;j++)
1272 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1274 if(!((j+1)%4))fprintf(stderr," ");
1275 }
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif
1279 } 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
1280 /* philosophy: 927 /* philosophy:
1281 * 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
1282 * generic. This takes no game-time. For more detailed pickups 929 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 930 * and selections, select-items should be used. This is a
1284 * 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
1285 * example. 932 * example.
1286 * 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
1287 * 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
1288 * convert to decimal and then 'pickup <#> 935 * convert to decimal and then 'pickup <#>
1291 /* the first two modes are exclusive: if NOTHING we return, if 938 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 939 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 940 * meaning if any test passes, the item gets picked up. */
1294 941
1295 /* if mode is set to pick nothing up, return */ 942 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1; 943 if (op->contr->mode == PU_NOTHING)
944 return 1;
1298 945
1299 /* if mode is set to stop when encountering objects, return */ 946 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 947 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 948 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0; 949 if (op->contr->mode & PU_STOP)
950 return 0;
1304 951
1305 /* useful for going into stores and not losing your settings... */ 952 /* useful for going into stores and not losing your settings... */
1306 /* 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
1307 * fighting */ 954 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
1309 957
1310 /* prevent us from turning into auto-thieves :) */ 958 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
1312 961
1313 /* ignore known cursed objects */ 962 /* ignore known cursed objects */
1314 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;
1315 965
1316 /* all food and drink if desired */ 966 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 967 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 968 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 969 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
1321 if(op->contr->mode & PU_DRINK) 975 if (op->contr->mode & PU_DRINK)
1322 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)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1324 981
1325 if(op->contr->mode & PU_POTION) 982 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 983 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
1328 988
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 989 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 990 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 991 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
1333 if(op->contr->mode & PU_SKILLSCROLL) 997 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 998 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1336 if(op->contr->mode & PU_READABLES) 1004 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1339 1010
1340 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1343 { 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 }
1344 1021
1345 /* pick up all magical items */ 1022 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1348 { 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 }
1349 1030
1350 if(op->contr->mode & PU_VALUABLES) 1031 if (op->contr->mode & PU_VALUABLES)
1351 { 1032 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1033 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1354 } 1038 }
1355 1039
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1359 { 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 }
1360 1058
1361 /* bows and arrows. Bows are good for selling! */ 1059 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1060 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1061 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1365 if(op->contr->mode & PU_ARROW) 1067 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1068 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1368 1073
1369 /* all kinds of armor etc. */ 1074 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1075 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1076 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1373 if(op->contr->mode & PU_HELMET) 1082 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1083 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1376 if(op->contr->mode & PU_SHIELD) 1089 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1090 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1379 if(op->contr->mode & PU_BOOTS) 1096 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1097 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1382 if(op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1385 if(op->contr->mode & PU_CLOAK) 1110 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1111 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1388 1116
1389 /* hoping to catch throwing daggers here */ 1117 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1118 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1393 1124
1394 /* careful: chairs and tables are weapons! */ 1125 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1126 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1127 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1128 if (tmp->type == WEAPON)
1398 { 1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1130 {
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1131 CHK_PICK_PICKUP;
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1132 continue;
1402 } 1133 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 } 1134 }
1410 1135
1411 /* misc stuff that's useful */ 1136 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1137 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1415 1143
1416 /* 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
1417 * pickups */ 1145 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1146 if (op->contr->mode & PU_RATIO)
1419 { 1147 {
1420 /* use value density to decide what else to grab */ 1148 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1149 /* >=7 was >= op->contr->mode */
1422 /* >=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
1423 * and multiply them by 5, giving 0..15*5== 5..75 */ 1151 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1152 wvratio = op->contr->mode & PU_RATIO;
1425 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)
1426 { 1154 {
1427 pick_up(op, tmp);
1428#if 0 1155#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1157 if (tmp->name != NULL)
1158 {
1431 fprintf(stderr,"%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1432 } 1160 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1161 else
1162 fprintf (stderr, "%s", tmp->arch->archname);
1434 fprintf(stderr,",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1435 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))));
1436#endif 1165#endif
1437 continue; 1166 CHK_PICK_PICKUP;
1438 } 1167 continue;
1168 }
1169 } /* the new pickup model */
1439 } 1170 }
1440 } /* the new pickup model */ 1171
1441 }
1442 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;
1443} 1208}
1444 1209
1445/* 1210/*
1446 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1213 * found object is returned.
1449 */ 1214 */
1215static object *
1450object *find_arrow(object *op, const char *type) 1216find_arrow (object *op, const char *type)
1451{ 1217{
1452 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);
1453 1221
1454 for(op=op->inv; op; op=op->below) 1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1456 QUERY_FLAG(op,FLAG_APPLIED)) 1224 if (object *arrow = find_arrow (tmp, type))
1457 tmp = find_arrow (op, type); 1225 {
1458 else if (op->type==ARROW && op->race==type) 1226 splay (tmp);
1227 return arrow;
1228 }
1229
1459 return op; 1230 return 0;
1460 return tmp;
1461} 1231}
1462 1232
1463/* 1233/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1238 */
1469 1239static object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1471{ 1241{
1472 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1474 1244
1475 if (!type) 1245 if (!type)
1476 return NULL; 1246 return NULL;
1477 1247
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1248 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1249 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1251 {
1252 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1483 if (i > betterby) { 1255 if (i > betterby)
1484 tmp = ntmp; 1256 {
1485 betterby = i; 1257 tmp = ntmp;
1486 } 1258 betterby = i;
1259 }
1260 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1261 else if (arrow->type == ARROW && arrow->race == type)
1262 {
1488 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1264 if (target->race && arrow->slaying.contains (target->race))
1490 strstr(arrow->slaying, target->race)) { 1265 {
1491 if (arrow->attacktype & AT_DEATH) { 1266 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1267 {
1493 return arrow; 1268 *better = 100;
1494 } else { 1269 return arrow;
1495 tmp = arrow; 1270 }
1271 else
1272 {
1273 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1274 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1275 }
1498 } else { 1276 }
1277 else
1278 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1280 {
1500 attacktype = 1<<attacknum; 1281 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1502 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)
1503 tmp = arrow; 1284 {
1285 tmp = arrow;
1504 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;
1505 } 1287 }
1506 } 1288 }
1289
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1291 {
1292 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1294 }
1295
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1297 {
1298 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1300 }
1301 }
1302 }
1515 } 1303 }
1516 } 1304
1517 }
1518 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1306 return find_arrow (op, type);
1520 1307
1521 *better = betterby; 1308 *better = betterby;
1522 return tmp; 1309 return tmp;
1523} 1310}
1524 1311
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1314 * op = the shooter
1528 * type = bow->race 1315 * type = bow->race
1529 * dir = fire direction 1316 * dir = fire direction
1530 */ 1317 */
1531 1318static object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1533{ 1320{
1534 object *tmp = NULL; 1321 object *tmp = NULL;
1535 mapstruct *m; 1322 maptile *m;
1536 int i, mflags, found, number; 1323 int i, mflags, found, number;
1537 sint16 x, y; 1324 sint16 x, y;
1538 1325
1539 if (op->map == NULL) 1326 if (op->map == NULL)
1540 return find_arrow(op, type); 1327 return find_arrow (op, type);
1541 1328
1542 /* do a dex check */ 1329 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1330 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1331 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1332 return find_arrow (op, type);
1546 1333
1547 m = op->map; 1334 m = op->map;
1548 x = op->x; 1335 x = op->x;
1549 y = op->y; 1336 y = op->y;
1550 1337
1551 /* find the first target */ 1338 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1339 for (i = 0, found = 0; i < 20; i++)
1340 {
1553 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1557 tmp = NULL; 1346 {
1558 break; 1347 tmp = 0;
1348 break;
1349 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1562 */ 1354 */
1563 tmp = NULL; 1355 tmp = 0;
1564 break; 1356 break;
1565 } 1357 }
1358
1566 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1362 break;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1363 }
1576 if (tmp == NULL) 1364
1365 if (!tmp)
1577 return find_arrow(op, type); 1366 return find_arrow (op, type);
1578 1367
1579 if (tmp->head) 1368 if (tmp->head)
1580 tmp = tmp->head; 1369 tmp = tmp->head;
1581 1370
1582 return find_better_arrow(op, tmp, type, &i); 1371 return find_better_arrow (op, tmp, type, &i);
1583} 1372}
1584 1373
1585/* 1374/*
1586 * Creature fires a bow - op can be monster or player. Returns 1375 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1376 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1379 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1382 * player fire modes.
1594 */ 1383 */
1384int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1386{
1598 object *left, *bow; 1387 object *left, *bow;
1599 tag_t left_tag, tag; 1388 int mflags;
1600 int bowspeed, mflags; 1389 maptile *m;
1601 mapstruct *m;
1602 1390
1603 if (!dir) { 1391 if (!dir)
1392 {
1604 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!");
1605 return 0; 1394 return 0;
1395 }
1396
1397 if (op->contr)
1398 bow = op->current_weapon;
1399 else
1606 } 1400 {
1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow];
1609 else {
1610 for(bow=op->inv; bow; bow=bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1404 */
1614 if(bow->type==BOW) 1405 if (bow->type == BOW)
1615 break; 1406 break;
1616 1407
1617 if (!bow) { 1408 if (!bow)
1409 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1411 return 0;
1620 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1621 } 1416 }
1417
1622 if( !bow->race || !bow->skill) { 1418 if (!bow->race || !bow->skill)
1419 {
1623 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);
1624 return 0; 1421 return 0;
1625 } 1422 }
1626 1423
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628
1629 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1632 if (bowspeed < 1)
1633 bowspeed = 1;
1634
1635 if (arrow == NULL) { 1424 if (arrow == NULL)
1425 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1427 {
1637 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1429 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1431 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1643 return 0; 1434 return 0;
1644 } 1435 }
1645 } 1436 }
1437
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1439 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1440 return 0;
1649 } 1441
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1443 {
1651 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.");
1652 return 0; 1445 return 0;
1653 } 1446 }
1654 1447
1655 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1449 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1452 arrow->destroy ();
1453 return 0;
1454 }
1661 1455
1662 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count; 1457 arrow = arrow->split ();
1664 arrow = get_split_ob(arrow, 1); 1458 if (!arrow)
1665 if (arrow == NULL) { 1459 {
1666 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);
1667 bow->race); 1461 return 0;
1668 return 0;
1669 } 1462 }
1670 set_owner(arrow, op); 1463
1671 if (arrow->skill) free_string(arrow->skill); 1464 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1465 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1466 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1467
1678 if (op->type == PLAYER) {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1680 fix_player(op);
1681 }
1682
1683 SET_ANIMATION(arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1685 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1471 arrow->custom_name = arrow->slaying;
1688 arrow->spellarg = strdup_local(arrow->slaying);
1689 1472
1690 /* Note that this was different for monsters - they got their level 1473#if 0
1691 * added to the damage. I think the strength bonus is more proper. 1474 if (player *pl = op->contr)
1692 */
1693 1475 {
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 float speed = pl->weapon_sp;
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1490 /* update the speed */
1699 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
1700 0 : dam_bonus[op->stats.Str]) + 1492 + bow->stats.dam / 7.f;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1493
1704 if (arrow->speed < 1.0) 1494 arrow->set_speed (max (arrow->speed, 2.f));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1708 1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1709 if (op->type == PLAYER) { 1499 if (op->type == PLAYER)
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1500 {
1711 (op->chosen_skill?op->chosen_skill->level:op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1502 wc -= dex_bonus[op->stats.Dex];
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1718 arrow->stats.wc + wc_mod;
1719 1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1508 }
1509 else
1510 {
1720 arrow->level = op->level; 1511 arrow->level = op->level;
1721 } 1512 arrow->stats.wc -= bow->magic;
1722 if (arrow->attacktype == AT_PHYSICAL) 1513
1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1723 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1724 if (bow->slaying != NULL) 1518 }
1725 arrow->slaying = add_string(bow->slaying);
1726 1519
1727 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);
1728 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1526
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1732 tag = arrow->count; 1528 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1529
1735 if (!was_destroyed(arrow, tag)) 1530 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1531 move_arrow (arrow);
1737 1532
1738 if (op->type == PLAYER) {
1739 if (was_destroyed (left, left_tag))
1740 esrv_del_item(op->contr, left_tag);
1741 else
1742 esrv_send_item(op, left);
1743 }
1744 return 1; 1533 return 1;
1745} 1534}
1746 1535
1747/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1537 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1541 * hence the function name.
1753 */ 1542 */
1543static int
1754int player_fire_bow(object *op, int dir) 1544player_fire_bow (object *op, int dir)
1755{ 1545{
1756 int ret=0, wcmod=0; 1546 int ret;
1757 1547
1758 if (op->contr->bowtype == bow_bestarrow) { 1548 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1549 {
1760 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);
1761 dir, 0, op->x, op->y); 1551 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1554 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1764 wcmod =-1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1556 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1557 else if (op->contr->bowtype == bow_threewide)
1558 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1563 else if (op->contr->bowtype == bow_spreadshot)
1564 {
1772 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);
1773 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);
1774 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);
1775 1568 }
1776 } else { 1569 else
1570 {
1777 /* Simple case */ 1571 /* Simple case */
1778 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);
1779 } 1573 }
1574
1780 return ret; 1575 return ret;
1781} 1576}
1782
1783 1577
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1786 */ 1580 */
1581static void
1787void fire_misc_object(object *op, int dir) 1582fire_misc_object (object *op, int dir)
1788{ 1583{
1789 object *item; 1584 object *item = op->contr->ranged_ob;
1790 1585
1791 if (!op->contr->ranges[range_misc]) { 1586 if (!item)
1587 {
1792 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.");
1793 return; 1589 return;
1794 } 1590 }
1795 1591
1796 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1592 if (!item->inv)
1593 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1595 return;
1800 } 1596 }
1801 if (item->type == WAND) { 1597
1802 if(item->stats.food<=0) { 1598 if (!op->apply (item))
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1805 return; 1599 return;
1806 } 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 }
1807 } else if (item->type == ROD || item->type==HORN) { 1651 else if (item->type == ROD || item->type == HORN)
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1810 if (item->type== ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1813 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return;
1817 }
1818 }
1819
1820 if(cast_spell(op,item,dir,item->inv,NULL)) {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) {
1823 if (!(--item->stats.food)) {
1824 object *tmp;
1825 if (item->arch) {
1826 CLEAR_FLAG(item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face;
1828 item->speed = 0;
1829 update_ob_speed(item);
1830 }
1831 if ((tmp=is_player_inv(item)))
1832 esrv_update_item(UPD_ANIM, tmp, item);
1833 }
1834 }
1835 else if (item->type == ROD || item->type==HORN) {
1836 drain_rod_charge(item); 1652 drain_rod_charge (item);
1837 }
1838 } 1653 }
1839} 1654}
1840 1655
1841/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1842 */ 1657 */
1658bool
1843void fire(object *op,int dir) { 1659fire (object *who, int dir)
1660{
1844 int spellcost=0; 1661 int spellcost = 0;
1845 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
1846 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1685 if (action_makes_visible (who))
1686 make_visible (who);
1848 1687
1849 switch(op->contr->shoottype) { 1688 switch (ob->type)
1850 case range_none: 1689 {
1851 return; 1690 case BOW:
1852
1853 case range_bow:
1854 player_fire_bow(op, dir); 1691 player_fire_bow (who, dir);
1855 return; 1692 break;
1856 1693
1857 case range_magic: /* Casting spells */ 1694 case SPELL:
1858 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);
1859 return; 1696 break;
1860 1697
1861 case range_misc: 1698 case BUILDER:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir ); 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)
1886 return; 1754 return 0;
1887 default: 1755 }
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1756
1889 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)
1890 } 1761 {
1891} 1762 /* Only let players use keys in containers */
1763 if (!pl->contr)
1764 return 0;
1892 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 }
1893 1788
1789 return tmp;
1790}
1894 1791
1895/* find_key 1792/* find_key
1896 * 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
1897 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1797 * pl is the player,
1901 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
1904 */ 1801 */
1905 1802object *
1906object * find_key(object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
1907{ 1804{
1908 object *tmp,*key; 1805 if (door->slaying && is_match_expr (door->slaying))
1909
1910 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL;
1912
1913 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1915 if (door->type==DOOR && tmp->type==KEY) break;
1916 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys
1918 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1920 tmp->slaying==door->slaying) break;
1921 } 1806 {
1922 /* No key found - lets search inventories now */ 1807 // for match expressions, we try to find the key by applying the match
1923 /* 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
1924 * otherwise, if we search all the inventories and still don't find 1809 // of searching through containers ourselves.
1925 * a key, return 1810
1926 */ 1811 return match_one (door->slaying, container, door, pl, pl);
1927 if (!tmp) {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1929 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1932 } 1812 }
1933 } 1813 else
1934 if (!tmp) return NULL; 1814 return find_key_ (pl, container, door);
1935 }
1936 /* We get down here if we have found a key. Now if its in a container,
1937 * see if we actually want to use it
1938 */
1939 if (pl!=container) {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys")))
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door",
1962 query_name(tmp), query_name(container));
1963 return NULL;
1964 }
1965 }
1966 return tmp;
1967} 1815}
1968 1816
1969/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1972 * 0 otherwise 1820 * 0 otherwise
1973 */ 1821 */
1822static int
1974static int player_attack_door(object *op, object *door) 1823player_attack_door (object *op, object *door)
1975{ 1824{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1980 */ 1828 */
1981 object *key=find_key(op, op, door); 1829 object *key = find_key (op, op, door);
1982 1830
1983 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1984 if (key) { 1832 if (key)
1833 {
1985 object *container=key->env; 1834 object *container = key->env;
1986 1835
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1836 if (action_makes_visible (op))
1988 if(action_makes_visible(op)) make_visible(op); 1837 make_visible (op);
1838
1989 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
1990 if (door->type == DOOR) { 1842 if (door->type == DOOR)
1991 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 */
1992 }
1993 else if(door->type==LOCKED_DOOR) { 1844 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1845 {
1995 "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);
1996 remove_door2(door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1848 }
1849
1998 /* Do this after we print the message */ 1850 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1852
2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1854 }
2004 } else if (door->type==LOCKED_DOOR) { 1855 else if (door->type == LOCKED_DOOR)
1856 {
2005 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2006 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...");
2007 return 1; 1859 return 1;
2008 } 1860 }
1861
2009 return 0; 1862 return 0;
2010} 1863}
2011 1864
2012/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2017 */ 1870 */
2018 1871bool
2019void move_player_attack(object *op, int dir) 1872move_player_attack (object *op, int dir)
2020{ 1873{
2021 object *tmp, *mon, *tpl; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2022 sint16 nx, ny; 1875 {
2023 int on_battleground; 1876 --op->speed_left;
2024 mapstruct *m; 1877 return true;
1878 }
2025 1879
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2030 1882
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2032 1885
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 1889 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 1893 * move_ob uses.
2041 */ 1894 */
2042 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);
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2050 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2051 return;
2052 }
2053 1896
2054 mon = NULL;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 1900 * on the space
2059 */ 1901 */
2060 while (tmp!=NULL) { 1902 object *mon;
2061 if (tmp == op) { 1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2062 tmp=tmp->above; 1904 {
2063 continue; 1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2064 } 1910 }
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1911
2066 mon = tmp;
2067 break;
2068 }
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2070 mon = tmp;
2071 tmp=tmp->above;
2072 }
2073
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 1912 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 1913 return false; /* into a wall */
2076 1914
2077 if(mon->head != NULL)
2078 mon = mon->head; 1915 mon = mon->head_ ();
2079 1916
2080 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)
2081 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 }
2082 1924
2083 /* The following deals with possibly attacking peaceful 1925 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 1926 * or friendly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 1927 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 1928 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 1929 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 1930 * and thus will not push them.
2089 */ 1931 */
2090 1932
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 1934 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 1935 * player owns it and it is either friendly or unagressive.
2094 */ 1936 */
2095 if ((op->type==PLAYER) 1937 if (op->type == PLAYER
2096#if COZY_SERVER 1938 && ((mon->owner && mon->owner->contr
2097 &&
2098 (
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2101 || get_owner(mon) == op 1940 || mon->owner == op)
2102 )
2103#else
2104 && get_owner(mon)==op
2105#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 1942 {
2108 /* 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 */
2109 if (op->contr->braced) return; 1944 if (op->contr->braced)
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1945 return false;
2111 (void) push_ob(mon,dir,op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op);
2113 return;
2114 }
2115 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
2116 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 1968 * attack them either.
2120 */ 1969 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2122 (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))
2123 ( 1972 && ((op->contr->peaceful
2124#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2126#else
2127 op->contr->peaceful &&
2128#endif
2129 !on_battleground 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
1977 {
1978 --op->speed_left;
1979
1980 if (!op->contr->braced)
2130 )) { 1981 {
2131 if (!op->contr->braced) { 1982 op->play_sound (sound_find ("push_player"));
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1983 push_ob (mon, dir, op);
2133 (void) push_ob(mon,dir,op); 1984 }
2134 } else { 1985 else
2135 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 }
2136 } 1993 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139
2140 /* If the object is a boulder or other rollable object, then 1994 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 1996 */
2143 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
2144 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2146 } 2005 make_visible (op);
2147 2006
2007 return true;
2008 }
2009 }
2148 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2012 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2015 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 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;
2158 2022
2159 /* If the player hasn't hit something this tick, and does 2023 skill_attack (mon, op, 0, 0, 0);
2160 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset.
2163 */
2164 if (!op->contr->has_hit) {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2024
2167 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 }
2168 } 2030 }
2169 2031
2170 skill_attack(mon, op, 0, NULL, NULL); 2032 return false;
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2179 short luck = mon->stats.luck;
2180 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL);
2182 mon->stats.luck = luck;
2183 }
2184 if(action_makes_visible(op)) make_visible(op);
2185 }
2186 } /* if player should attack something */
2187} 2033}
2188 2034
2035bool
2189int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2190 int pick; 2037{
2191 object *transport = op->contr->transport; 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2192
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2085}
2256 2086
2257/* 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
2258 * new client/server stuff. 2088 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2090 * the new speed values for commands.
2261 * 2091 *
2262 * 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.
2263 */ 2095 */
2096bool
2264int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2265{ 2098{
2266 if (op->contr->hidden) {
2267 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly.
2271 */
2272 if (pticks & 2) op->invisible--;
2273 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2275 op->invisible--;
2276 if(!op->invisible) {
2277 make_visible(op);
2278 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2279 }
2280 }
2281
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2099 if (QUERY_FLAG (op, FLAG_SCARED))
2283 flee_player(op);
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) {
2286 op->speed_left--;
2287 return 0;
2288 }
2289 } 2100 {
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104 flee_player (op);
2290 2105
2291 /* I've been seeing crashes where the golem has been destroyed, but 2106 return true;
2292 * the player object still points to the defunct golem. The code that 2107 }
2293 * destroys the golem looks correct, and it doesn't always happen, so 2108 else
2294 * put this in a a workaround to clean up the golem pointer. 2109 return false;
2295 */
2296 if (op->contr->ranges[range_golem] &&
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL;
2300 op->contr->golem_count = 0;
2301 } 2110 }
2302 2111
2303 /* 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
2304 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2114 * called, so we recheck it here.
2306 */ 2115 */
2307 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2117 return true;
2309 2118
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction); 2120 return move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2121
2320 else return 0; 2122 return false;
2321 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2129 return 0;
2323}
2324 2130
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2133 {
2334 new_draw_info_format(NDI_UNIQUE, 0,op, 2134 op->play_sound (sound_find ("ob_evaporate"));
2335 "Your %s vibrates violently, then evaporates.", 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 query_name(tmp)); 2136
2337 if (op->contr) 2137 tmp->destroy ();
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2139
2342 if(op->stats.hp<0) 2140 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2344 if(op->stats.food<0) 2143 if (op->stats.food < 0)
2345 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2346 fix_player(op); 2145
2146 op->update_stats ();
2347 return 1; 2147 return 1;
2348 } 2148 }
2149
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2153 return 0;
2353} 2154}
2354 2155
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2159 * from.
2359 */ 2160 */
2161static void
2360void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2361{ 2163{
2362 object *next;
2363
2364 while (op) { 2164 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2165 {
2366 * we remove object 'op' 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2167
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2169 op->insert_at (env);
2370 op->x = env->x; 2170 else if (op->inv)
2371 op->y = env->y; 2171 drop_unpaid_items (op->inv, env);
2372 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2172
2381 2173 op = next;
2382/*
2383 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory.
2388 */
2389char *gravestone_text (object *op)
2390{
2391 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF];
2393 time_t now = time (NULL);
2394
2395 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2398 else
2399 sprintf (buf, "%s\n", op->name);
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 sprintf (buf, "who was in level %d when killed\n", op->level);
2404 else
2405 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408 if (op->type == PLAYER) {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 } 2174 }
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf);
2416 return buf2;
2417} 2175}
2418 2176
2177void
2178object::drop_unpaid_items ()
2179{
2180 if (!flag [FLAG_REMOVED])
2181 ::drop_unpaid_items (inv, this);
2182}
2419 2183
2420 2184void
2421void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2422 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2189 int over_hp, over_sp, over_grace;
2425 int i; 2190 int i;
2426 int rate_hp = 1200; 2191 int rate_hp = 1200;
2427 int rate_sp = 2500; 2192 int rate_sp = 2500;
2428 int rate_grace = 2000; 2193 int rate_grace = 2000;
2429 const int max_hp = 1; 2194 const int max_hp = 1;
2430 const int max_sp = 1; 2195 const int max_sp = 1;
2431 const int max_grace = 1; 2196 const int max_grace = 1;
2432 2197
2433 if (op->contr->outputs_sync) { 2198 if (op->contr->hidden)
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2199 {
2435 if (op->contr->outputs[i].buf!=NULL && 2200 op->invisible = 1000;
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2201 /* the socket code flashes the player visible/invisible
2437 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--;
2438 } 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 }
2439 2216
2440 if(op->contr->state==ST_PLAYING) { 2217 if (op->contr->ns->state == ST_PLAYING)
2441 2218 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2220 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 )
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2446 else {
2447 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2449 }
2450 if(op->contr->gen_sp >= 0 )
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2452 else {
2453 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2455 }
2456 if(op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2458 else {
2459 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2461 }
2462
2463 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2466 if(op->stats.sp<op->stats.maxsp) {
2467 op->stats.sp++;
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2470 op->stats.food--;
2471 if(op->contr->digestion<0)
2472 op->stats.food+=op->contr->digestion;
2473 else if(op->contr->digestion>0 &&
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food;
2476 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496
2497 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2499 if(--op->last_grace<0) {
2500 if(op->stats.grace<op->stats.maxgrace/2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2504 if (over_grace > 0) {
2505 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2507 op->last_grace=0;
2508 } else {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2510 }
2511 } else {
2512 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) {
2519 if(op->stats.hp<op->stats.maxhp) {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2523 op->stats.food--;
2524 if(op->contr->digestion<0)
2525 op->stats.food+=op->contr->digestion;
2526 else if(op->contr->digestion>0 &&
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food=last_food;
2529 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544
2545 /* Digestion */
2546 if(--op->last_eat<0) {
2547#ifdef COZY_SERVER
2548 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2549 int bonus=dg>0?dg:0,
2550 penalty=dg<0?-dg:0;
2551#else
2552 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif
2555
2556 if(op->contr->gen_hp > 0) 2221 if (op->contr->gen_hp >= 0)
2557 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2558 else 2223 else
2559 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
2560 /* dms do not consume food */ 2365 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2367 op->stats.food--;
2563 } 2368 }
2564 2369
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2371 {
2372 object *flesh = 0;
2567 2373
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2374 for_inv_removable (op, tmp)
2375 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2380 {
2572 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
2573 if(op->stats.food>=0||op->stats.hp<0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2386 break;
2575 } 2387 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2388 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2389 flesh = tmp;
2578 } /* end of for loop */ 2390 }
2391
2579 /* 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
2580 * eat flesh instead. 2393 * eat flesh instead.
2581 */ 2394 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2396 {
2584 manual_apply(op,flesh,0); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2585 } 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2586 } /* end if player is starving */ 2399 op->apply (flesh);
2400 }
2587 2401
2588 while(op->stats.food<0&&op->stats.hp>0) 2402 // If player is still starving, alert him!
2589 op->stats.food++,op->stats.hp--; 2403 if (op->stats.food < 0)
2590 2404 op->failmsg ("You are starving! "
2591 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.>");
2592 kill_player(op);
2593}
2594
2595 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}
2596 2425
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2428 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2429 * file.
2601 */ 2430 */
2431void
2602void kill_player(object *op) 2432kill_player (object *op)
2603{ 2433{
2604 char buf[MAX_BUF];
2605 int x,y,i; 2434 int x, y;
2606 mapstruct *map; /* this is for resurrection */ 2435 maptile *map; /* this is for resurrection */
2607 int z;
2608 int num_stats_lose;
2609 int lost_a_stat;
2610 int lose_this_stat;
2611 int this_stat;
2612 int will_kill_again; 2436 int will_kill_again;
2613 archetype *at; 2437 archetype *at;
2614 object *tmp; 2438 object *tmp;
2615 2439
2616 if(save_life(op)) 2440 if (save_life (op))
2617 return; 2441 return;
2618 2442
2443 dynbuf_text deathtab;
2619 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
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2482 */
2624 if (op_on_battleground(op, &x, &y)) { 2483 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2484 {
2626 "You have been defeated in combat!"); 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2628 "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = find_archetype("poisoning");
2632 tmp=present_arch_in_ob(at,op);
2633 if (tmp) {
2634 remove_ob(tmp);
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2637 }
2638 2486
2639 at = find_archetype("confusion");
2640 tmp=present_arch_in_ob(at,op);
2641 if (tmp) {
2642 remove_ob(tmp);
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2645 }
2646
2647 cure_disease(op,0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999;
2650
2651 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2653 if (tmp != NULL) 2489
2654 { 2490 tmp->name = format ("%s's finger" , &op->name);
2655 sprintf(buf,"%s's finger",op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2656 tmp->name = add_string(buf); 2492 tmp->msg = format (
2657 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",
2658 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2659 op->name, op->contr->title, (int)(op->level), 2495 (int)op->level,
2660 op->contr->killer); 2496 op->contr->killer_name ()
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0;
2663 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y;
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2497 );
2498 tmp->value = 0, tmp->type = 0;
2499 tmp->material = name_to_material (shstr_organic);
2500 tmp->insert_at (op, tmp);
2501
2668 /* teleport defeated player to new destination*/ 2502 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2504 op->contr->braced = 0;
2671 return;
2672 }
2673 2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2507 return;
2508 }
2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2674 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2675 2514
2676 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2677 2516
2678 if(op->stats.food<0) { 2517 op->contr->play_sound (sound_find ("player_dies"));
2679 if (op->contr->explore) {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name);
2686 strcpy(op->contr->killer,"starvation");
2687 }
2688 else {
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name);
2696 }
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2698 2518
2699 /* save the map location for corpse, gravestone*/ 2519 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2520 x = op->x;
2521 y = op->y;
2522 map = op->map;
2701 2523
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2524 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2527 */
2708 2528
2709 /* Basically two ways to go - remove a stat permanently, or just 2529 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2530 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2531 * of death.
2712 */ 2532 */
2713#ifndef COZY_SERVER 2533#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2534 if (settings.balanced_stat_loss)
2535 {
2715 /* If stat loss is permanent, lose one stat only. */ 2536 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2538 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2539 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2540 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2541 little bit harder. */
2721 /* GD */ 2542 /* GD */
2722 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2544 num_stats_lose = 1;
2724 else 2545 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2547 }
2548 else
2727 num_stats_lose = 1; 2549 num_stats_lose = 1;
2728 } 2550
2729 lost_a_stat = 0; 2551 lost_a_stat = 0;
2730 2552
2731 for (z=0; z<num_stats_lose; z++) { 2553 for (z = 0; z < num_stats_lose; z++)
2732 i = RANDOM() % NUM_STATS; 2554 {
2555 i = rndm (NUM_STATS);
2733 2556
2734 if (settings.stat_loss_on_death) { 2557 if (settings.stat_loss_on_death)
2558 {
2735 /* 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
2736 * what he lost. 2560 * what he lost.
2737 */ 2561 */
2738 change_attr_value(&(op->stats), i,-1); 2562 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2563 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2564 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2565 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2566 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2567 lost_a_stat = 1;
2744 } else { 2568 }
2569 else
2570 {
2745 /* deplete a stat */ 2571 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2747 object *dep; 2573 object *dep;
2574
2575 dep = present_arch_in_ob (deparch, op);
2576 if (!dep)
2748 2577 {
2749 dep = present_arch_in_ob(deparch,op); 2578 dep = deparch->instance ();
2750 if(!dep) {
2751 dep = arch_to_object(deparch);
2752 insert_ob_in_ob(dep, op); 2579 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2580 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2621 * difference.
2789 */ 2622 */
2790 if (this_stat>=-50) { 2623 if (this_stat >= -50)
2624 {
2791 change_attr_value(&(dep->stats), i, -1); 2625 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2626 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2628 op->update_stats ();
2795 lost_a_stat = 1; 2629 lost_a_stat = 1;
2796 } 2630 }
2797 } 2631 }
2632 }
2798 } 2633 }
2799 } 2634
2800 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2636 if (!lost_a_stat)
2802 { 2637 {
2803 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2640 shstr_tmp god = determine_god (op);
2806 if (god && (strcmp(god, "none"))) 2641
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2642 if (god != shstr_none)
2808 "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";
2809 " you.", god); 2644 else
2810 else 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 2646 }
2647#else
2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2814#endif 2649#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2650
2818 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2652 * exp loss on the stone.
2820 */ 2653 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2822 sprintf(buf,"%s's gravestone",op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2824 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",
2825 FREE_AND_COPY(tmp->name_pl, buf); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2827 "who was killed\n"
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2661
2835 /**************************************/ 2662 /**************************************/
2836 /* */ 2663 /* */
2837 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */ 2665 /* */
2841 /**************************************/ 2666 /**************************************/
2842 2667
2843 /* remove any poisoning and confusion the character may be suffering.*/
2844 /* restore player */
2845 at = find_archetype("poisoning");
2846 tmp=present_arch_in_ob(at,op);
2847 if (tmp) {
2848 remove_ob(tmp);
2849 free_object(tmp);
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2851 }
2852
2853 at = find_archetype("confusion");
2854 tmp=present_arch_in_ob(at,op);
2855 if (tmp) {
2856 remove_ob(tmp);
2857 free_object(tmp);
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2859 }
2860 cure_disease(op,0); /* remove any disease */
2861
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2669 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2868 2670
2869 /* 2671 /*
2870 * 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
2871 * the player has any unpaid items. If so, remove them and put them back 2673 * and put them back in the map.
2872 * in the map. 2674 */
2873 */ 2675 op->drop_unpaid_items ();
2874 2676
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op);
2878 break;
2879 }
2880 }
2881
2882
2883 /****************************************/ 2677 /****************************************/
2884 /* */ 2678 /* */
2885 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2887 /* */ 2681 /* */
2888 /****************************************/ 2682 /****************************************/
2889 2683
2890 enter_player_savebed(op); 2684 enter_player_savebed (op);
2891 2685
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2686 op->contr->braced = 0;
2896 save_player(op,1);
2897 2687
2898 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2691 * on the space that might harm the player.
2902 */ 2692 */
2903 will_kill_again=0; 2693 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
2907 } 2697
2908 if (will_kill_again) { 2698 if (will_kill_again)
2699 {
2909 object *force; 2700 object *force;
2910 int at; 2701 int at;
2911 2702
2912 force=get_archetype(FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2705 force->speed = 0.1f;
2915 force->speed_left=-5.0; 2706 force->speed_left = -5.f;
2916 SET_FLAG(force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2708 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2710 force->resist[at] = 100;
2920 } 2711
2921 insert_ob_in_ob(force, op); 2712 insert_ob_in_ob (force, op);
2922 fix_player(op); 2713 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 } 2714 }
2981 }
2982 play_again(op);
2983 2715
2984 /* peterm: added to create a corpse at deathsite. */ 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2717}
2998 2718
2999 2719static void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2720loot_object (object *op)
2721{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2722 object *tmp, *tmp2, *next;
3002 2723
3003 if (op->container) { /* close open sack first */ 2724 op->close_container (); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2725
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2726 for (tmp = op->inv; tmp; tmp = next)
2727 {
3008 next=tmp->below; 2728 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2729
3010 remove_ob(tmp); 2730 if (tmp->invisible)
2731 continue;
2732
2733 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2734 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2735
3013 loot_object(tmp); 2736 if (tmp->type == CONTAINER)
3014 } 2737 loot_object (tmp); /* empty container to ground */
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2738
3016 || 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 {
3017 if(tmp->nrof>1) { 2741 if (tmp->nrof > 1)
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2742 {
3019 free_object(tmp2); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3020 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 }
3021 } else 2749 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 2751 }
3026} 2752}
3027 2753
3028/* 2754/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 2757 * was changed.
3032 */ 2758 */
2759void
2760fix_weight ()
2761{
2762 for_all_players (pl)
2763 {
2764 sint32 old = pl->ob->carrying;
3033 2765
3034void fix_weight(void) { 2766 pl->ob->update_weight ();
3035 player *pl; 2767
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 2768 if (old != pl->ob->carrying)
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2769 {
3038 if(old == sum) 2770 pl->ob->update_stats ();
3039 continue; 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3040 fix_player(pl->ob); 2772 }
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3042 pl->ob->name, old, sum);
3043 } 2773 }
3044} 2774}
3045 2775
3046void fix_luck(void) { 2776void
3047 player *pl; 2777fix_luck ()
3048 for (pl = first_player; pl != NULL; pl = pl->next) 2778{
2779 for_all_players (pl)
3049 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 2781 pl->ob->change_luck (0);
3051} 2782}
3052
3053 2783
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3057 */ 2787 */
3058
3059void 2788void
3060cast_dust (object * op, object * throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3061{ 2790{
3062 object *skop, *spob; 2791 object *skop, *spob;
3063 2792
3064 skop = find_skill_by_name (op, throw_ob->skill); 2793 skop = find_skill_by_name (op, throw_ob->skill);
3065 2794
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 2795 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2796 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 2797 {
3069 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);
3070 op->name);
3071 return; 2799 return;
3072 } 2800 }
3073 2801
3074 spob = throw_ob->inv; 2802 spob = throw_ob->inv;
3075 2803
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 2806 // errors should be reported as early as possible IMHO)
3079 if (!spob) 2807 if (!spob)
3080 { 2808 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 2810 return;
3084 } 2811 }
3085 2812
3086 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3087 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);
3088 2815
3089 cast_spell (op, throw_ob, dir, spob, NULL); 2816 cast_spell (op, throw_ob, dir, spob, NULL);
3090 2817
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2818 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 2819}
3095 2820
2821void
3096void make_visible (object *op) { 2822make_visible (object *op)
3097 op->hide = 0; 2823{
2824 op->flag [FLAG_HIDDEN] = 0;
3098 op->invisible = 0; 2825 op->invisible = 0;
3099 if(op->type==PLAYER) {
3100 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3102 }
3103 update_object(op,UP_OBJ_FACE);
3104}
3105 2826
3106int is_true_undead(object *op) {
3107 object *tmp=NULL;
3108
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3110
3111 if(op->type==PLAYER) 2827 if (op->type == PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below) 2828 {
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2829 op->contr->tmp_invis = 0;
3114 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
3115 return 0; 2842 return 0;
3116} 2843}
3117 2844
3118/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 2847 * indicate greater hideability.
3121 */ 2848 */
3122 2849int
3123int hideability(object *ob) { 2850hideability (object *ob)
2851{
3124 int i,level=0, mflag; 2852 int i, level = 0, mflag;
3125 sint16 x,y; 2853 sint16 x, y;
3126 2854
3127 if(!ob||!ob->map) return 0; 2855 if (!ob || !ob->map)
2856 return 0;
3128 2857
3129 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3131 2860
3132 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2864 if (ob->has_carried_lights ())
2865 level = -(10 + (2 * ob->map->darklevel ()));
3136 2866
3137 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 2873 if (mflag & P_OUT_OF_MAP)
2874 continue;
2875
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 2877 level += 2;
3143 else /* open terrain! */ 2878 else /* open terrain! */
3144 level -= 1; 2879 level -= 1;
3145 } 2880 }
3146 2881
3147#if 0 2882#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2883 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 2884#endif
3150 return level; 2885 return level;
3151} 2886}
3152 2887
3153/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 2892 */
3158 2893void
3159void do_hidden_move (object *op) { 2894do_hidden_move (object *op)
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2895{
3161 object *skop; 2896 int hide = 0;
3162 2897
3163 if(!op || !op->map) return; 2898 if (!op || !op->map)
2899 return;
3164 2900
3165 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);
3166 2903
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 2905 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 2906 if (!skop || num >= skop->level)
2907 {
3170 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!");
3171 make_visible(op); 2909 make_visible (op);
3172 return; 2910 return;
3173 } else num += 20;
3174 } 2911 }
2912 else
2913 num += 20;
2914
3175 num += op->map->difficulty; 2915 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 2917 num -= hide;
2918
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2920 {
3179 make_visible(op); 2921 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2922
3181 "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!");
3182 } 2925 }
3183 else if (op->type == PLAYER && skop) { 2926 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 2928}
3187 2929
3188/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3189 2931
2932int
3190int stand_near_hostile( object *who ) { 2933stand_near_hostile (object *who)
2934{
3191 object *tmp=NULL; 2935 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 2936 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 2937 maptile *m;
3194 sint16 x,y; 2938 sint16 x, y;
3195 2939
3196 if(!who) return 0; 2940 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 2977}
3227 2978
3228/* check the player los field for viewability of the 2979/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3230 * 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
3231 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3232 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3233 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3234 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3235 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3236 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3237 * 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.
3238 * -b.t. 2989 * -b.t.
3239 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3240 */ 2991 */
3241 2992int
3242int player_can_view (object *pl,object *op) { 2993player_can_view (object *pl, object *op)
2994{
3243 rv_vector rv; 2995 rv_vector rv;
3244 int dx,dy; 2996 int dx, dy;
3245 2997
3246 if(pl->type!=PLAYER) { 2998 if (pl->type != PLAYER)
2999 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3001 return -1;
3273 op = op->more;
3274 } 3002 }
3003
3004 if (!pl || !op)
3275 return 0; 3005 return 0;
3276}
3277 3006
3278/* routine for both players and monsters. We call this when 3007 op = op->head_ ();
3279 * there is a possibility for our action distrubing our hiding 3008
3280 * place or invisiblity spell. Artefact invisiblity is not 3009 get_rangevector (pl, op, &rv, 0x1);
3281 * effected by this. If we arent invisible to begin with, we 3010
3282 * 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.
3283 */ 3016 */
3284int 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;
3285 3021
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0) return 0;
3291
3292 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3294 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3295 return 1; 3023 return 1;
3296 } 3024
3025 op = op->more;
3297 } 3026 }
3027
3298 return 0; 3028 return 0;
3299} 3029}
3300 3030
3301/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3038 */
3039int
3309int op_on_battleground (object *op, int *x, int *y) { 3040op_on_battleground (object *op, int *x, int *y)
3310 object *tmp; 3041{
3311
3312 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3051 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3321 strcmp(tmp->name, "battleground")==0 && 3053 && tmp->type == BATTLEGROUND
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3057 /* before we assign the exit, check if this is a teambattle */
3324 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))
3325 object *invtmp; 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3061 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3062 if (x && y)
3329 if (x != NULL && y != NULL)
3330 *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
3331 return 1; 3071 return 1;
3332 } 3072 }
3333 } 3073 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3074 }
3339 } 3075
3340 }
3341 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3342 return 0; 3077 return 0;
3343} 3078}
3344 3079
3345/* 3080/*
3349 * attributes: 3084 * attributes:
3350 * object *who the dragon player 3085 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3086 * int atnr the attack-number of the ability focus
3352 * int level ability level 3087 * int level ability level
3353 */ 3088 */
3089void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3090dragon_ability_gain (object *who, int atnr, int level)
3091{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3092 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3093 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3094 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3095 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3097 int i = 0, j = 0;
3361 3098
3362 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3365 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3367 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3369 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3371 3108
3372 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3373 return; 3110 return;
3374 3111
3375 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++);
3376 tr = tr->next, i++); 3113
3377 3114 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3115 {
3379 /* 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]); */
3380 return; 3117 return;
3381 } 3118 }
3382 3119
3383 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3121 item = tr->item;
3385 3122
3386 if (item->type == SPELL) { 3123 if (item->type == SPELL)
3124 {
3387 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3388 return; 3126 return;
3389 3127
3390 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);
3391 do_learn_spell (who, item, 0); 3129 do_learn_spell (who, item, 0);
3392 return; 3130 return;
3393 } 3131 }
3394 3132
3395 /* grant direct spell */ 3133 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3134 if (item->type == SPELLBOOK)
3135 {
3397 if (!item->inv) { 3136 if (!item->inv)
3137 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3138 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3139 return;
3401 } 3140 }
3402 if (check_spell_known (who, item->inv->name)) 3141 if (check_spell_known (who, item->inv->name))
3403 return; 3142 return;
3404 if (item->invisible) { 3143 if (item->invisible)
3144 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3146 do_learn_spell (who, item->inv, 0);
3407 return; 3147 return;
3408 } 3148 }
3409 } 3149 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3150 else if (item->type == SKILL_TOOL && item->invisible)
3151 {
3411 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 {
3412 3154
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3155 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3158 * but not all of them, he gets nothing.
3417 */ 3159 */
3418 if (!(skop->attacktype & item->attacktype)) { 3160 if (!(skop->attacktype & item->attacktype))
3161 {
3419 /* Give new attacktype */ 3162 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3163 skop->attacktype |= item->attacktype;
3421 3164
3422 /* always add physical if there's none */ 3165 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3166 skop->attacktype |= AT_PHYSICAL;
3424
3425 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3427 3167
3428 /* Give player new face */ 3168 if (item->msg != NULL)
3429 if (item->animation_id) {
3430 who->face = skop->face;
3431 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0;
3434 who->state = 0;
3435 animate_object(who, who->direction);
3436 }
3437 }
3438 }
3439 }
3440 else if (item->type == FORCE) {
3441 /* forces in the treasurelist can alter the player's stats */
3442 object *skin;
3443 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3445 skin=skin->below);
3446 if (skin == NULL) return;
3447
3448 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451
3452 /* print message */
3453 sprintf(buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3455 if(item->path_attuned & (1<<i)) {
3456 if (j)
3457 strcat(buf," and ");
3458 else
3459 j = 1;
3460 strcat(buf, spellpathnames[i]);
3461 }
3462 }
3463 strcat(buf,".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3465 }
3466
3467 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3474
3475 /* print message if there is one */
3476 if (item->msg != NULL)
3477 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3169 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3478 }
3479 else {
3480 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item);
3482 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3483 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp);
3486 }
3487}
3488 3170
3489/** 3171 /* Give player new face */
3490 * Unready an object for a player. This function does nothing if the object was 3172 if (item->animation_id)
3491 * not readied. 3173 {
3492 */ 3174 who->face = skop->face;
3493void player_unready_range_ob(player *pl, object *ob) { 3175 who->animation_id = item->animation_id;
3494 rangetype i; 3176 who->anim_speed = item->anim_speed;
3495 3177 who->last_anim = 0;
3496 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3178 who->state = 0;
3497 if (pl->ranges[i] == ob) { 3179 animate_object (who, who->direction);
3498 pl->ranges[i] = NULL; 3180 }
3499 if (pl->shoottype == i) {
3500 pl->shoottype = range_none;
3501 } 3181 }
3502 } 3182 }
3503 } 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 }
3504} 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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