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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 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 1.3 2006/08/25 13:24:50 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;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
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 54
133void send_news(const object *op) { 55 players.insert (this);
134 char buf[MAX_BUF]; 56 ob->remove ();
135 char news[HUGE_BUF]; 57 ob->map = 0;
136 char subject[MAX_BUF]; 58 ob->activate_recursive ();
137 FILE *fp; 59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 60 add_friendly_object (ob);
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;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 61}
180 62
181int playername_ok(const char *cp) { 63void
182 /* Don't allow - or _ as first character in the name */ 64player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 65{
184 66 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 67 return;
189}
190 68
191/* This no longer sets the player map. Also, it now updates 69 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 70 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 71 ob->deactivate_recursive ();
194 */
195 72
196/* Redo this to do both get_player_ob and get_player. 73 if (ob->map)
197 * Hopefully this will be less bugfree and simpler. 74 maplevel = ob->map->path;
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 75
206 if (!p) { 76 ob->remove ();
207 player *tmp; 77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
208 80
209 p = (player *) malloc(sizeof(player)); 81 players.erase (this);
210 if(p==NULL) 82}
211 fatal(OUT_OF_MEMORY);
212 83
213 /* This adds the player in the linked list. There is extra 84// connect the player with a specific client
214 * complexity here because we want to add the new player at the 85// also changes, rationalises, and fixes some incorrect settings
215 * end of the list - there is in fact no compelling reason that 86void
216 * that needs to be done except for things like output of 87player::connect (client *ns)
217 * 'who'. 88{
218 */ 89 this->ns = ns;
219 tmp=first_player; 90 ns->pl = this;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 91
227 p->next = NULL; 92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
228 } 114 {
115 object *tmp, *abil = 0, *skin = 0;
229 116
230 /* Clears basically the entire player structure except 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 * for next and socket. 118 if (tmp->type == FORCE)
232 */ 119 if (tmp->arch->archname == shstr_dragon_ability_force)
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 120 abil = tmp;
234 sizeof(player) - offsetof(player, ob)); 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
235 123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
141
142 ob->update_stats (); // we unapplied stuff above
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147}
148
149void
150player::disconnect ()
151{
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175}
176
177//-GPL
178
179// the need for this function can be explained
180// by load_object not returning the object
181void
182player::set_object (object *op)
183{
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f;
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
208
209player::player ()
210{
236 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 212 * we deal with that below this point.
238 */ 213 */
239 p->party=NULL; 214 outputs_sync = 4;
240 p->outputs_sync=16; /* Every 2 seconds */ 215 outputs_count = 4;
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 217
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 219
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 220 gen_sp_armour = 10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal; 221 bowtype = bow_normal;
268 p->petmode=pet_normal; 222 petmode = pet_normal;
269 p->listening=10;
270 p->usekeys=containers; 223 usekeys = containers;
271 p->last_weapon_sp= -1; 224 peaceful = 1; /* default peaceful */
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1; 225 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 226
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1); 227 weapon_sp = 1.0f;
278 p->title[sizeof(p->title)-1] = '\0'; 228 weapon_sp_left = 0.5f;
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 229}
302 230
303 231void
304/* This loads the first map an puts the player on it. */ 232player::do_destroy ()
305static void set_first_map(object *op)
306{ 233{
307 strcpy(op->contr->maplevel, first_map_path); 234 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 235
313/* Tries to add player on the connection passwd in ns. 236 attachable::do_destroy ();
314 * All we can really get in this is some settings like host and display
315 * mode.
316 */
317 237
318int add_player(NewSocket *ns) { 238 if (ob)
319 player *p; 239 ob->destroy ();
320 240
321 p=get_player(NULL); 241 ob = observe = viewpoint = 0;
322 p->socket = *ns; 242}
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob);
333 243
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY); 244player::~player ()
335 add_friendly_object(p->ob); 245{
336 send_rules(p->ob); 246 /* Clear item stack */
337 send_news(p->ob); 247 free (stack_items);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0;
341} 248}
342 249
343/* 250/*
344 * get_player_archetype() return next player archetype from archetype 251 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 252 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 253 * Note: there MUST be at least one player archetype!
347 */ 254 */
255static archetype *
348archetype *get_player_archetype(archetype* at) 256get_player_archetype (archetype *at)
349{ 257{
350 archetype *start = at; 258 // archetypes could have been reloaded
351 for (;;) { 259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
352 if (at==NULL || at->next==NULL) 260
353 at=first_archetype; 261 if (!nat)
354 else
355 at=at->next;
356 if(at->clone.type==PLAYER)
357 return at; 262 return at;
358 if (at == start) { 263
359 LOG (llevError, "No Player archetypes\n"); 264 archvec::iterator i = archetypes.find (nat);
360 exit (-1); 265
361 } 266 for (;;)
362 } 267 {
363} 268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
364 272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
276}
365 277
278/* Tries to add player on the connection passed in ns.
279 * All we can really get in this is some settings like host and display
280 * mode.
281 */
282player *
283player::create ()
284{
285 player *pl = new player;
286
287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
294
295 return pl;
296}
297
298object *
366object *get_nearest_player(object *mon) { 299get_nearest_player (object *mon)
300{
367 object *op = NULL; 301 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 302 objectlink *ol;
370 unsigned lastdist; 303 unsigned lastdist;
371 rv_vector rv; 304 rv_vector rv;
372 305
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
374 /* We should not find free objects on this friendly list, but it 307 {
375 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop.
378 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
380 object *tmp=ol->ob;
381
382 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared.
384 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next;
387 remove_friendly_object(tmp);
388 if (!ol) return op;
389 }
390
391 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this
397 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 309 continue;
400 310
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 311 if (lastdist > rv.distance)
410 op=pl->ob; 312 {
313 op = ol->ob;
411 lastdist=rv.distance; 314 lastdist = rv.distance;
315 }
412 } 316 }
413 } 317
414 } 318 for_all_players (pl)
319 if (can_detect_enemy (mon, pl->ob, &rv))
320 if (lastdist > rv.distance)
321 {
322 op = pl->ob;
323 lastdist = rv.distance;
324 }
325
415#if 0 326#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 327 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 328#endif
418 return op; 329 return op;
419} 330}
420 331
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 332/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 333 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 334 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 348 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 349 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 350 * is probably not a good thing.
440 */ 351 */
441#define MAX_SPACES 50 352#define MAX_SPACES 50
442
443 353
444/* 354/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 355 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 356 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 357 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 370 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 371 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 372 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 373 * is blocking itself.
464 */ 374 */
375int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 376path_to_player (object *mon, object *pl, unsigned mindiff)
377{
466 rv_vector rv; 378 rv_vector rv;
467 sint16 x,y; 379 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 380 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 381 maptile *m, *lastmap;
470 382
471 get_rangevector(mon, pl, &rv, 0); 383 get_rangevector (mon, pl, &rv, 0);
472 384
473 if (rv.distance<mindiff) return 0; 385 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 386 return 0;
726}
727 387
728void confirm_password(object *op) { 388 x = mon->x;
389 y = mon->y;
390 m = mon->map;
391 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
729 394
730 op->contr->write_buf[0]='\0'; 395 /* If we can't solve it within the search distance, return now. */
731 op->contr->state=ST_CONFIRM_PASSWORD; 396 if (diff > max)
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 397 return 0;
733}
734 398
399 while (diff > 1 && max > 0)
400 {
401 lastx = x;
402 lasty = y;
403 lastmap = m;
404 x = lastx + freearr_x[dir];
405 y = lasty + freearr_y[dir];
406
407 mflags = get_map_flags (m, &m, x, y, &x, &y);
408 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
409
410 /* Space is blocked - try changing direction a little */
411 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
412 && (m == mon->map && blocked_link (mon, m, x, y))))
413 {
414 /* recalculate direction from last good location. Possible
415 * we were not traversing ideal location before.
416 */
417 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
418 if (rv.direction != dir)
419 {
420 /* OK - says direction should be different - lets reset the
421 * the values so it will try again.
422 */
423 x = lastx;
424 y = lasty;
425 m = lastmap;
426 dir = firstdir = rv.direction;
427 }
428 else
429 {
430 /* direct path is blocked - try taking a side step to
431 * either the left or right.
432 * Note increase the values in the loop below to be
433 * more than -1/1 respectively will mean the monster takes
434 * bigger detour. Have to be careful about these values getting
435 * too big (3 or maybe 4 or higher) as the monster may just try
436 * stepping back and forth
437 */
438 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
439 {
440 if (i == 0)
441 continue; /* already did this, so skip it */
442 /* Use lastdir here - otherwise,
443 * since the direction that the creature should move in
444 * may change, you could get infinite loops.
445 * ie, player is northwest, but monster can only
446 * move west, so it does that. It goes some distance,
447 * gets blocked, finds that it should move north,
448 * can't do that, but now finds it can move east, and
449 * gets back to its original point. lastdir contains
450 * the last direction the creature has successfully
451 * moved.
452 */
453
454 x = lastx + freearr_x[absdir (lastdir + i)];
455 y = lasty + freearr_y[absdir (lastdir + i)];
456 m = lastmap;
457 mflags = get_map_flags (m, &m, x, y, &x, &y);
458 if (mflags & P_OUT_OF_MAP)
459 continue;
460 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
461 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
462 continue;
463 if (mflags & P_BLOCKSVIEW)
464 continue;
465
466 if (m == mon->map && blocked_link (mon, m, x, y))
467 break;
468 }
469 /* go through entire loop without finding a valid
470 * sidestep to take - thus, no valid path.
471 */
472 if (i == (DETOUR_AMOUNT + 1))
473 return 0;
474 diff--;
475 lastdir = dir;
476 max--;
477 if (!firstdir)
478 firstdir = dir + i;
479 } /* else check alternate directions */
480 } /* if blocked */
481 else
482 {
483 /* we moved towards creature, so diff is less */
484 diff--;
485 max--;
486 lastdir = dir;
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509}
510
511void
512give_initial_items (object *pl, treasurelist *items)
513{
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
525 SET_FLAG (op, FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by bad treasurelists. - elmex
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 LOG (llevError,
556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
557 break;
558 }
559
560 if (op->nrof > 1)
561 op->nrof = 1;
562 }
563
564 if (op->type == SPELLBOOK && op->inv)
565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
566
567 /* Give starting characters identified, uncursed, and undamned
568 * items. Just don't identify gold or silver, or it won't be
569 * merged properly.
570 */
571 if (need_identify (op))
572 {
573 SET_FLAG (op, FLAG_IDENTIFIED);
574 CLEAR_FLAG (op, FLAG_CURSED);
575 CLEAR_FLAG (op, FLAG_DAMNED);
576 }
577
578 if (op->type == SPELL)
579 {
580 op->destroy ();
581 continue;
582 }
583 else if (op->type == SKILL)
584 {
585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
586 op->stats.exp = 0;
587 op->level = 1;
588 }
589 else /* lock all 'normal items by default */
590 SET_FLAG (op, FLAG_INV_LOCKED);
591 } /* for loop of objects in player inv */
592
593 /* Need to set up the skill pointers */
594 pl->contr->link_skills ();
595}
596
597void
735void get_party_password(object *op, partylist *party) { 598get_party_password (object *op, partylist *party)
599{
736 if (party == NULL) { 600 if (party == NULL)
601 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 602 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 603 return;
739 } 604 }
605
740 op->contr->write_buf[0]='\0'; 606 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 607 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 608 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 610}
745
746 611
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
748int roll_stat(void) { 613static int
614roll_stat ()
615{
749 int a[4],i,j,k; 616 int a[4], i, j, k;
750 617
751 for(i=0;i<4;i++) 618 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 619 a[i] = (int) rndm (6) + 1;
753 620
754 for(i=0,j=0,k=7;i<4;i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 622 if (a[i] < k)
756 k=a[i],j=i; 623 k = a[i], j = i;
757 624
758 for(i=0,k=0;i<4;i++) { 625 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 626 if (i != j)
760 k+=a[i]; 627 k += a[i];
761 } 628
762 return k; 629 return k;
763} 630}
764 631
765void roll_stats(object *op) { 632void
633object::roll_stats ()
634{
635 int statsort [NUM_STATS];
636
637 for (;;)
638 {
766 int sum=0; 639 int sum = 0;
767 int i = 0, j = 0; 640 for (int i = NUM_STATS; i--; )
768 int statsort[7]; 641 sum += statsort [i] = roll_stat ();
769 642
770 do { 643 if (sum >= 82 && sum <= 116)
771 op->stats.Str=roll_stat(); 644 break;
772 op->stats.Dex=roll_stat(); 645 }
773 op->stats.Int=roll_stat();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 646
783 /* Sort the stats so that rerolling is easier... */ 647 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 649
792 /* a quick and dirty bubblesort? */ 650 for (int i = 0; i < NUM_STATS; ++i)
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
805 op->stats.Dex = statsort[1];
806 op->stats.Con = statsort[2];
807 op->stats.Int = statsort[3];
808 op->stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6];
811 652
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 653 stats.exp = 0;
823 op->stats.ac=0; 654 stats.ac = 0;
824 655
656 stats.hp = stats.maxhp;
657 stats.sp = stats.maxsp;
658 stats.grace = stats.maxgrace;
659
660 if (contr)
661 {
825 op->contr->levhp[1] = 9; 662 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 663 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 664 contr->levgrace[1] = 3;
828 665
829 fix_player(op); 666 contr->orig_stats = stats;
667 }
668}
669
670void
671object::swap_stats (int a, int b)
672{
673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
674
675 for (int i = 0; i < NUM_STATS; ++i)
676 stats.stat (i) = contr->orig_stats.stat (i);
677
678 //TODO: the following code looks so borked and should, at the very least,
679 // be merged with the similar code in roll_stats
680 stats.ac = 0;
681
682 level = 1;
683 stats.exp = 0;
684 stats.ac = 0;
685
830 op->stats.hp = op->stats.maxhp; 686 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 687 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 688 stats.grace = stats.maxgrace;
689
690 if (contr)
691 {
692 contr->levhp[1] = 9;
693 contr->levsp[1] = 6;
694 contr->levgrace[1] = 3;
695
833 op->contr->orig_stats=op->stats; 696 contr->orig_stats = stats;
697 }
834} 698}
835 699
836void Roll_Again(object *op) 700static void
701start_info (object *op)
837{ 702{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
846 704
847 if ( op->contr->Swap_First == -1 ) { 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str;
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf);
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 707}
955 708
956/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
960 * not the class. 713 * not the class.
961 */ 714 */
962 715void
963int key_change_class(object *op, char key) 716player::chargen_race_done ()
964{ 717{
965 int tmp_loop;
966
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') {
973 char buf[MAX_BUF];
974
975 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 719 esrv_new_player (ob->contr);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 720
721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
722 if (tl)
723 create_treasure (tl, ob, 0, 0, 0);
724
979 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
981 727
982 op->contr->state=ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
983 729
984 if (op->msg) { 730 if (ob->msg)
985 free_string(op->msg); 731 ob->msg = 0;
986 op->msg=NULL;
987 }
988 732
989 /* We create this now because some of the unique maps will need it
990 * to save here.
991 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
993 make_path_to_file(buf);
994
995#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks;
997#endif
998 start_info(op); 733 start_info (ob);
999 CLEAR_FLAG(op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 735 give_initial_items (ob, ob->randomitems);
1001 link_player_skills(op);
1002 esrv_send_inventory(op, op); 736 esrv_send_inventory (ob, ob);
1003 fix_player(op); 737 ob->update_stats ();
1004 738
1005 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
1006 * is one for this race 740 * is one for this race
1007 */ 741 */
1008 if(*first_map_ext_path) { 742 if (*first_map_ext_path)
1009 object *tmp; 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1010 mapstruct *oldmap = op->map; 744 else
1011 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s",
1013 first_map_ext_path, op->arch->name);
1014 tmp=get_object();
1015 EXIT_PATH(tmp) = add_string(mapname);
1016 EXIT_X(tmp) = op->x;
1017 EXIT_Y(tmp) = op->y;
1018 enter_exit(op,tmp); /* we don't really care if it succeeded;
1019 * if the map isn't there, then stay on the
1020 * default initial map */
1021 free_object(tmp);
1022 } else {
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
1024 } 746}
1025 return 0;
1026 }
1027 747
748void
749player::chargen_race_next ()
750{
1028 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
1030 */ 753 */
1031 754
1032 tmp_loop = 0; 755 do
1033 while(!tmp_loop) { 756 {
1034 const char *name = add_string (op->name); 757 shstr name = ob->name;
1035 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
1036 remove_statbonus(op); 759
1037 remove_ob (op); 760 ob->remove_statbonus ();
761 ob->remove ();
1038 op->arch = get_player_archetype(op->arch); 762 ob->arch = get_player_archetype (ob->arch);
1039 copy_object (&op->arch->clone, op); 763 ob->arch->copy_to (ob);
764 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 766 ob->name = ob->name_pl = name;
1042 op->name = name; 767 ob->x = x;
1043 free_string(op->name_pl); 768 ob->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 771 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 772 ob->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 773 }
774 while (!allowed_class (ob));
775
1056 update_object(op,UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 777 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 778 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 781 ob->stats.grace = 0;
1062 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg);
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0;
1066} 782}
1067 783
1068int key_confirm_quit(object *op, char key) 784static void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 785flee_player (object *op)
786{
1114 int dir,diff; 787 int dir, diff;
1115 rv_vector rv; 788 rv_vector rv;
1116 789
1117 if(op->stats.hp < 0) { 790 if (op->stats.hp < 0)
791 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 794 return;
795 }
796
797 if (!op->enemy)
1121 } 798 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 801 return;
1127 } 802 }
1128 803
1129 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled.
1132 */
1133 if (op->enemy->map == NULL) {
1134 CLEAR_FLAG(op, FLAG_SCARED);
1135 op->enemy=NULL;
1136 return;
1137 }
1138
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
805 {
1140 op->enemy=NULL; 806 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 808 return;
1143 } 809 }
810
1144 get_rangevector(op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1145 812
1146 dir=absdir(4+rv.direction); 813 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 814 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 815 {
816 int m = 1 - rndm (2) * 2;
817
818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
819 return;
820 }
821
1154 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 824 op->enemy = NULL;
1157} 825}
1158
1159 826
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 829 * stop.
1163 */ 830 */
831int
1164int check_pick(object *op) { 832check_pick (object *op)
833{
1165 object *tmp, *next; 834 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 835 int stop = 0;
1168 int j, k, wvratio; 836 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 837
1171
1172 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1174 return 1; 840 return 1;
1175 841
1176 op_tag = op->count;
1177
1178 next = op->below; 842 next = op->below;
1179 if (next) 843
1180 next_tag = next->count; 844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 846
1182 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 848 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 849 while (next && !next->destroyed ())
1185 { 850 {
1186 tmp = next; 851 tmp = next;
1187 next = tmp->below; 852 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 853
1191 if (was_destroyed (op, op_tag)) 854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
860 if (op->destroyed ())
1192 return 0; 861 return 0;
1193 862
1194 if ( ! can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1195 continue; 864 continue;
1196 865
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 867 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1201 continue; 871 continue;
1202 } 872 }
1203 873
1204 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) {
1206 switch (op->contr->mode) {
1207 case 0: return 1; /* don't pick up */
1208 case 1: pick_up (op, tmp);
1209 return 1;
1210 case 2: pick_up (op, tmp);
1211 return 0;
1212 case 3: return 0; /* stop before pickup */
1213 case 4: pick_up (op, tmp);
1214 break;
1215 case 5: pick_up (op, tmp);
1216 stop = 1;
1217 break;
1218 case 6:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) &&
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1221 pick_up(op, tmp);
1222 break;
1223
1224 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp);
1227 break;
1228
1229 default:
1230 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100
1233 / (tmp->weight * MAX (tmp->nrof, 1)))
1234 >= op->contr->mode)
1235 pick_up(op,tmp);
1236 }
1237 }
1238 else { /* old model */
1239 /* NEW pickup handling */ 874 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 875 if (op->contr->mode & PU_DEBUG)
1241 { 876 {
1242 /* some debugging code to figure out item information */ 877 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 878 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 879 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 881 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 883
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 884 new_draw_info (NDI_UNIQUE, 0, op, str);
1252
1253 sprintf(putstring,"...flags: ");
1254 for(k=0;k<4;k++)
1255 {
1256 for(j=0;j<32;j++)
1257 {
1258 if((tmp->flags[k]>>j)&0x01)
1259 {
1260 sprintf(tmpstr,"%d ",k*32+j);
1261 strcat(putstring, tmpstr);
1262 }
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266
1267#if 0
1268 /* print the flags too */
1269 for(k=0;k<4;k++)
1270 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31);
1272 for(j=0;j<32;j++)
1273 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01);
1275 if(!((j+1)%4))fprintf(stderr," ");
1276 }
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif
1280 } 885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
1281 /* philosophy: 893 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 894 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 895 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 896 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 897 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 898 * example.
1287 * The drawback: right now it has no frontend, so you need to 899 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 900 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 901 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 904 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 905 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 906 * meaning if any test passes, the item gets picked up. */
1295 907
1296 /* if mode is set to pick nothing up, return */ 908 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 909 if (op->contr->mode == PU_NOTHING)
910 return 1;
1299 911
1300 /* if mode is set to stop when encountering objects, return */ 912 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 913 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 914 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 915 if (op->contr->mode & PU_STOP)
916 return 0;
1305 917
1306 /* useful for going into stores and not losing your settings... */ 918 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 919 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 920 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
1310 923
1311 /* prevent us from turning into auto-thieves :) */ 924 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
1313 927
1314 /* ignore known cursed objects */ 928 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
1316 931
1317 /* all food and drink if desired */ 932 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 933 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 934 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 935 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
1322 if(op->contr->mode & PU_DRINK) 941 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
1325 947
1326 if(op->contr->mode & PU_POTION) 948 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 949 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
1329 954
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 955 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 956 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 957 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
1334 if(op->contr->mode & PU_SKILLSCROLL) 963 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 964 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
1337 if(op->contr->mode & PU_READABLES) 970 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
1340 976
1341 /* wands/staves/rods/horns */ 977 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 978 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 979 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
1345 987
1346 /* pick up all magical items */ 988 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 989 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
1350 996
1351 if(op->contr->mode & PU_VALUABLES) 997 if (op->contr->mode & PU_VALUABLES)
1352 { 998 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 999 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1000 {
1001 CHK_PICK_PICKUP;
1002 continue;
1003 }
1355 } 1004 }
1356 1005
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1007 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1008 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1012 {
1013 CHK_PICK_PICKUP;
1014 continue;
1015 }
1016
1017 /* we don't forget dragon food */
1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1022 continue;
1023 }
1361 1024
1362 /* bows and arrows. Bows are good for selling! */ 1025 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1026 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1027 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1366 if(op->contr->mode & PU_ARROW) 1033 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1034 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1369 1039
1370 /* all kinds of armor etc. */ 1040 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1041 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1042 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1374 if(op->contr->mode & PU_HELMET) 1048 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1049 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1377 if(op->contr->mode & PU_SHIELD) 1055 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1056 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1380 if(op->contr->mode & PU_BOOTS) 1062 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1063 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1383 if(op->contr->mode & PU_GLOVES) 1069 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1386 if(op->contr->mode & PU_CLOAK) 1076 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1077 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1389 1082
1390 /* hoping to catch throwing daggers here */ 1083 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1084 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1394 1090
1395 /* careful: chairs and tables are weapons! */ 1091 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1092 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1093 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1094 if (tmp->type == WEAPON)
1399 { 1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1096 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1097 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1098 continue;
1403 } 1099 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 } 1100 }
1411 1101
1412 /* misc stuff that's useful */ 1102 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1103 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1416 1109
1417 /* any of the last 4 bits set means we use the ratio for value 1110 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1111 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1112 if (op->contr->mode & PU_RATIO)
1420 { 1113 {
1421 /* use value density to decide what else to grab */ 1114 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1115 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1117 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1118 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1120 {
1428 pick_up(op, tmp);
1429#if 0 1121#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1123 if (tmp->name != NULL)
1124 {
1432 fprintf(stderr,"%s", tmp->name); 1125 fprintf (stderr, "%s", tmp->name);
1433 } 1126 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1127 else
1128 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1131#endif
1438 continue; 1132 CHK_PICK_PICKUP;
1439 } 1133 continue;
1134 }
1135 } /* the new pickup model */
1440 } 1136 }
1441 } /* the new pickup model */ 1137
1442 }
1443 return ! stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1444} 1174}
1445 1175
1446/* 1176/*
1447 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1179 * found object is returned.
1450 */ 1180 */
1181static object *
1451object *find_arrow(object *op, const char *type) 1182find_arrow (object *op, const char *type)
1452{ 1183{
1453 object *tmp = NULL; 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1454 1187
1455 for(op=op->inv; op; op=op->below) 1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1190 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1191 {
1459 else if (op->type==ARROW && op->race==type) 1192 splay (tmp);
1193 return arrow;
1194 }
1195
1460 return op; 1196 return 0;
1461 return tmp;
1462} 1197}
1463 1198
1464/* 1199/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1204 */
1470 1205static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1207{
1473 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1475 1210
1476 if (!type) 1211 if (!type)
1477 return NULL; 1212 return NULL;
1478 1213
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1214 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1215 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1217 {
1218 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1484 if (i > betterby) { 1221 if (i > betterby)
1485 tmp = ntmp; 1222 {
1486 betterby = i; 1223 tmp = ntmp;
1487 } 1224 betterby = i;
1225 }
1226 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1227 else if (arrow->type == ARROW && arrow->race == type)
1228 {
1489 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1230 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1231 {
1492 if (arrow->attacktype & AT_DEATH) { 1232 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1233 {
1494 return arrow; 1234 *better = 100;
1495 } else { 1235 return arrow;
1496 tmp = arrow; 1236 }
1237 else
1238 {
1239 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1240 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1241 }
1499 } else { 1242 }
1243 else
1244 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1246 {
1501 attacktype = 1<<attacknum; 1247 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1250 {
1251 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1253 }
1507 } 1254 }
1255
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1257 {
1258 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1260 }
1261
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1263 {
1264 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1266 }
1267 }
1268 }
1516 } 1269 }
1517 } 1270
1518 }
1519 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1272 return find_arrow (op, type);
1521 1273
1522 *better = betterby; 1274 *better = betterby;
1523 return tmp; 1275 return tmp;
1524} 1276}
1525 1277
1526/* looks in a given direction, finds the first valid target, and calls 1278/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1280 * op = the shooter
1529 * type = bow->race 1281 * type = bow->race
1530 * dir = fire direction 1282 * dir = fire direction
1531 */ 1283 */
1532 1284static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1286{
1535 object *tmp = NULL; 1287 object *tmp = NULL;
1536 mapstruct *m; 1288 maptile *m;
1537 int i, mflags, found, number; 1289 int i, mflags, found, number;
1538 sint16 x, y; 1290 sint16 x, y;
1539 1291
1540 if (op->map == NULL) 1292 if (op->map == NULL)
1541 return find_arrow(op, type); 1293 return find_arrow (op, type);
1542 1294
1543 /* do a dex check */ 1295 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1296 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1297 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1298 return find_arrow (op, type);
1547 1299
1548 m = op->map; 1300 m = op->map;
1549 x = op->x; 1301 x = op->x;
1550 y = op->y; 1302 y = op->y;
1551 1303
1552 /* find the first target */ 1304 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1305 for (i = 0, found = 0; i < 20; i++)
1306 {
1554 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1312 {
1559 break; 1313 tmp = 0;
1314 break;
1315 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1317 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1563 */ 1320 */
1564 tmp = NULL; 1321 tmp = 0;
1565 break; 1322 break;
1566 } 1323 }
1324
1567 if (mflags & P_IS_ALIVE) { 1325 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1328 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1329 }
1577 if (tmp == NULL) 1330
1331 if (!tmp)
1578 return find_arrow(op, type); 1332 return find_arrow (op, type);
1579 1333
1580 if (tmp->head) 1334 if (tmp->head)
1581 tmp = tmp->head; 1335 tmp = tmp->head;
1582 1336
1583 return find_better_arrow(op, tmp, type, &i); 1337 return find_better_arrow (op, tmp, type, &i);
1584} 1338}
1585 1339
1586/* 1340/*
1587 * Creature fires a bow - op can be monster or player. Returns 1341 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1342 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1345 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1346 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1347 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1348 * player fire modes.
1595 */ 1349 */
1350int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1352{
1599 object *left, *bow; 1353 object *left, *bow;
1600 tag_t left_tag, tag; 1354 int mflags;
1601 int bowspeed, mflags; 1355 maptile *m;
1602 mapstruct *m;
1603 1356
1604 if (!dir) { 1357 if (!dir)
1358 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1360 return 0;
1361 }
1362
1363 if (op->contr)
1364 bow = op->current_weapon;
1365 else
1607 } 1366 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1614 */ 1370 */
1615 if(bow->type==BOW) 1371 if (bow->type == BOW)
1616 break; 1372 break;
1617 1373
1618 if (!bow) { 1374 if (!bow)
1375 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1377 return 0;
1621 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1622 } 1382 }
1383
1623 if( !bow->race || !bow->skill) { 1384 if (!bow->race || !bow->skill)
1385 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1387 return 0;
1626 } 1388 }
1627 1389
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629
1630 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1633 if (bowspeed < 1)
1634 bowspeed = 1;
1635
1636 if (arrow == NULL) { 1390 if (arrow == NULL)
1391 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1393 {
1638 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1397 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1644 return 0; 1400 return 0;
1645 } 1401 }
1646 } 1402 }
1403
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1405 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1406 return 0;
1650 } 1407
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1408 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1409 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1410 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1411 return 0;
1654 } 1412 }
1655 1413
1656 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1415 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1418 arrow->destroy ();
1419 return 0;
1420 }
1662 1421
1663 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1423 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1424 if (!arrow)
1666 if (arrow == NULL) { 1425 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1427 return 0;
1669 return 0;
1670 } 1428 }
1671 set_owner(arrow, op); 1429
1672 if (arrow->skill) free_string(arrow->skill); 1430 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1431 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1432 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1433
1679 if (op->type == PLAYER) {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed;
1681 fix_player(op);
1682 }
1683
1684 SET_ANIMATION(arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1435 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1436 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1437 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1438
1691 /* Note that this was different for monsters - they got their level 1439#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1440 if (player *pl = op->contr)
1693 */
1694 1441 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1442 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1699 /* update the speed */ 1456 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1458 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1459
1705 if (arrow->speed < 1.0) 1460 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1461 arrow->speed_left = 0;
1709 1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1710 if (op->type == PLAYER) { 1465 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1466 {
1712 (op->chosen_skill?op->chosen_skill->level:op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] -
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1468 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1474 }
1475 else
1476 {
1721 arrow->level = op->level; 1477 arrow->level = op->level;
1722 } 1478 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1479
1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1724 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1484 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1485
1728 arrow->map = m; 1486 wc -= arrow->level;
1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1492
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1494 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1495
1736 if (!was_destroyed(arrow, tag)) 1496 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1497 move_arrow (arrow);
1738 1498
1739 if (op->type == PLAYER) {
1740 if (was_destroyed (left, left_tag))
1741 esrv_del_item(op->contr, left_tag);
1742 else
1743 esrv_send_item(op, left);
1744 }
1745 return 1; 1499 return 1;
1746} 1500}
1747 1501
1748/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1503 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1507 * hence the function name.
1754 */ 1508 */
1509static int
1755int player_fire_bow(object *op, int dir) 1510player_fire_bow (object *op, int dir)
1756{ 1511{
1757 int ret=0, wcmod=0; 1512 int ret;
1758 1513
1759 if (op->contr->bowtype == bow_bestarrow) { 1514 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1515 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1517 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1519 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1765 wcmod =-1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1522 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1523 else if (op->contr->bowtype == bow_threewide)
1524 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1528 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1529 else if (op->contr->bowtype == bow_spreadshot)
1530 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1534 }
1777 } else { 1535 else
1536 {
1778 /* Simple case */ 1537 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1539 }
1540
1781 return ret; 1541 return ret;
1782} 1542}
1783
1784 1543
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1787 */ 1546 */
1547static void
1788void fire_misc_object(object *op, int dir) 1548fire_misc_object (object *op, int dir)
1789{ 1549{
1790 object *item; 1550 object *item = op->contr->ranged_ob;
1791 1551
1792 if (!op->contr->ranges[range_misc]) { 1552 if (!item)
1553 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1555 return;
1795 } 1556 }
1796 1557
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1558 if (!item->inv)
1559 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1561 return;
1801 } 1562 }
1802 if (item->type == WAND) { 1563
1803 if(item->stats.food<=0) { 1564 if (!op->apply (item))
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0));
1806 return; 1565 return;
1807 } 1566
1567 if (item->type == WAND)
1568 {
1569 if (item->stats.food <= 0)
1570 {
1571 op->contr->play_sound (sound_find ("wand_poof"));
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1574 return;
1575 }
1576 }
1577 else if (item->type == ROD || item->type == HORN)
1578 {
1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1584 {
1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1587 if (item->type == ROD)
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1589 else
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595
1596 if (cast_spell (op, item, dir, item->inv, NULL))
1597 {
1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1600 if (item->type == WAND)
1601 {
1602 if (!(--item->stats.food))
1603 {
1604 object *tmp;
1605
1606 if (item->arch)
1607 {
1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1609 item->face = item->arch->face;
1610 item->set_speed (0);
1611 }
1612
1613 if (object *pl = item->visible_to ())
1614 esrv_update_item (UPD_ANIM, pl, item);
1615 }
1616 }
1808 } else if (item->type == ROD || item->type==HORN) { 1617 else if (item->type == ROD || item->type == HORN)
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0);
1811 if (item->type== ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op,
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0));
1814 else
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return;
1818 }
1819 }
1820
1821 if(cast_spell(op,item,dir,item->inv,NULL)) {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) {
1824 if (!(--item->stats.food)) {
1825 object *tmp;
1826 if (item->arch) {
1827 CLEAR_FLAG(item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face;
1829 item->speed = 0;
1830 update_ob_speed(item);
1831 }
1832 if ((tmp=is_player_inv(item)))
1833 esrv_update_item(UPD_ANIM, tmp, item);
1834 }
1835 }
1836 else if (item->type == ROD || item->type==HORN) {
1837 drain_rod_charge(item); 1618 drain_rod_charge (item);
1838 }
1839 } 1619 }
1840} 1620}
1841 1621
1842/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1843 */ 1623 */
1624bool
1844void fire(object *op,int dir) { 1625fire (object *who, int dir)
1626{
1845 int spellcost=0; 1627 int spellcost = 0;
1846 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1847 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1651 if (action_makes_visible (who))
1652 make_visible (who);
1849 1653
1850 switch(op->contr->shoottype) { 1654 switch (ob->type)
1851 case range_none: 1655 {
1852 return; 1656 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1657 player_fire_bow (who, dir);
1856 return; 1658 break;
1857 1659
1858 case range_magic: /* Casting spells */ 1660 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1662 break;
1861 1663
1862 case range_misc: 1664 case BUILDER:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir ); 1665 apply_map_builder (who, dir);
1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1676 default:
1677 fire_misc_object (who, dir);
1678 break;
1679 }
1680
1681 return true;
1682}
1683
1684static object *
1685find_key_ (object *pl, object *container, object *door)
1686{
1687 object *tmp, *key;
1688
1689 /* Should not happen, but sanity checking is never bad */
1690 if (!container->inv)
1691 return 0;
1692
1693 /* First, lets try to find a key in the top level inventory */
1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1695 {
1696 if (door->type == DOOR && tmp->type == KEY)
1697 break;
1698
1699 /* For sanity, we should really check door type, but other stuff
1700 * (like containers) can be locked with special keys
1701 */
1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1703 break;
1704 }
1705
1706 /* No key found - lets search inventories now */
1707 /* If we find and use a key in an inventory, return at that time.
1708 * otherwise, if we search all the inventories and still don't find
1709 * a key, return
1710 */
1711 if (!tmp)
1712 {
1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1714 /* No reason to search empty containers */
1715 if (tmp->type == CONTAINER && tmp->inv)
1716 if ((key = find_key_ (pl, tmp, door)))
1717 return key;
1718
1719 if (!tmp)
1887 return; 1720 return 0;
1888 default: 1721 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1722
1890 return; 1723 /* We get down here if we have found a key. Now if its in a container,
1724 * see if we actually want to use it
1725 */
1726 if (pl != container)
1891 } 1727 {
1892} 1728 /* Only let players use keys in containers */
1729 if (!pl->contr)
1730 return 0;
1893 1731
1732 /* cases where this fails:
1733 * If we only search the player inventory, return now since we
1734 * are not in the players inventory.
1735 * If the container is not active, return now since only active
1736 * containers can be used.
1737 * If we only search keyrings and the container does not have
1738 * a race/isn't a keyring.
1739 * No checking for all containers - to fall through past here,
1740 * inv must have been an container and must have been active.
1741 *
1742 * Change the color so that the message doesn't disappear with
1743 * all the others.
1744 */
1745 if (pl->contr->usekeys == key_inventory
1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1748 {
1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1751 return NULL;
1752 }
1753 }
1894 1754
1755 return tmp;
1756}
1895 1757
1896/* find_key 1758/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1759 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1760 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1761 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1763 * pl is the player,
1902 * inv is the objects inventory to searched 1764 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1765 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1766 * This function can be called recursively to search containers.
1905 */ 1767 */
1906 1768object *
1907object * find_key(object *pl, object *container, object *door) 1769find_key (object *pl, object *container, object *door)
1908{ 1770{
1909 object *tmp,*key; 1771 if (door->slaying && is_match_expr (door->slaying))
1910
1911 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL;
1913
1914 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1916 if (door->type==DOOR && tmp->type==KEY) break;
1917 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys
1919 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY &&
1921 tmp->slaying==door->slaying) break;
1922 } 1772 {
1923 /* No key found - lets search inventories now */ 1773 // for match expressions, we try to find the key by applying the match
1924 /* If we find and use a key in an inventory, return at that time. 1774 // to the op itself, which is supposed to find the "key", instead
1925 * otherwise, if we search all the inventories and still don't find 1775 // of searching through containers ourselves.
1926 * a key, return 1776
1927 */ 1777 return match_one (door->slaying, container, door, pl, pl);
1928 if (!tmp) {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) {
1930 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) {
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key;
1933 } 1778 }
1934 } 1779 else
1935 if (!tmp) return NULL; 1780 return find_key_ (pl, container, door);
1936 }
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl!=container) {
1941 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings &&
1959 (!container->race || strcmp(container->race, "keys")))
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door",
1963 query_name(tmp), query_name(container));
1964 return NULL;
1965 }
1966 }
1967 return tmp;
1968} 1781}
1969 1782
1970/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
1973 * 0 otherwise 1786 * 0 otherwise
1974 */ 1787 */
1788static int
1975static int player_attack_door(object *op, object *door) 1789player_attack_door (object *op, object *door)
1976{ 1790{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
1981 */ 1794 */
1982 object *key=find_key(op, op, door); 1795 object *key = find_key (op, op, door);
1983 1796
1984 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
1985 if (key) { 1798 if (key)
1799 {
1986 object *container=key->env; 1800 object *container = key->env;
1987 1801
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1802 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1803 make_visible (op);
1804
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1806 spring_trap (door->inv, op);
1807
1991 if (door->type == DOOR) { 1808 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1810 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1811 {
1996 "You open the door with the %s", query_short_name(key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1814 }
1815
1999 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1818
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
1820 }
2005 } else if (door->type==LOCKED_DOOR) { 1821 else if (door->type == LOCKED_DOOR)
1822 {
2006 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1825 return 1;
2009 } 1826 }
1827
2010 return 0; 1828 return 0;
2011} 1829}
2012 1830
2013/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2018 */ 1836 */
2019 1837bool
2020void move_player_attack(object *op, int dir) 1838move_player_attack (object *op, int dir)
2021{ 1839{
2022 object *tmp, *mon, *tpl; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1841 {
2024 int on_battleground; 1842 --op->speed_left;
2025 mapstruct *m; 1843 return true;
1844 }
2026 1845
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2031 1848
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2033 1851
2034 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1859 * move_ob uses.
2042 */ 1860 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1861 maptile *m = op->map->xy_find (nx, ny);
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/
2052 return;
2053 }
2054 1862
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1863 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1864 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1865 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1866 * on the space
2060 */ 1867 */
2061 while (tmp!=NULL) { 1868 object *mon;
2062 if (tmp == op) { 1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1870 {
2064 continue; 1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2065 } 1876 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1877
2067 mon = tmp;
2068 break;
2069 }
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2071 mon = tmp;
2072 tmp=tmp->above;
2073 }
2074
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 1878 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1879 return false; /* into a wall */
2077 1880
2078 if(mon->head != NULL)
2079 mon = mon->head; 1881 mon = mon->head_ ();
2080 1882
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
1889 }
2083 1890
2084 /* The following deals with possibly attacking peaceful 1891 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1892 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1893 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1894 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1895 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1896 * and thus will not push them.
2090 */ 1897 */
2091 1898
2092 /* If the creature is a pet, push it even if the player is not 1899 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1900 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1901 * player owns it and it is either friendly or unagressive.
2095 */ 1902 */
2096 if ((op->type==PLAYER) 1903 if (op->type == PLAYER
2097#if COZY_SERVER 1904 && ((mon->owner && mon->owner->contr
2098 &&
2099 (
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 1905 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1906 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1908 {
2109 /* If we're braced, we don't want to switch places with it */ 1909 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1910 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1911 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
1924 }
1925 else
1926 return false;
1927 }
1928
1929 bool on_battleground = op_on_battleground (op, 0, 0);
1930
2117 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1934 * attack them either.
2121 */ 1935 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1938 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
1943 {
1944 --op->speed_left;
1945
1946 if (!op->contr->braced)
2131 )) { 1947 {
2132 if (!op->contr->braced) { 1948 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1949 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1950 }
2135 } else { 1951 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
1953
1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1955 make_visible (op);
1956
1957 return true;
1958 }
2137 } 1959 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1962 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
1966 {
1967 --op->speed_left;
1968
2145 recursive_roll(mon,dir,op); 1969 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 1970 if (action_makes_visible (op))
2147 } 1971 make_visible (op);
2148 1972
1973 return true;
1974 }
1975 }
2149 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2154 */ 1981 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 1984 {
1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1986 {
1987 --op->contr->weapon_sp_left;
2159 1988
2160 /* If the player hasn't hit something this tick, and does 1989 skill_attack (mon, op, 0, 0, 0);
2161 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset.
2164 */
2165 if (!op->contr->has_hit) {
2166 op->speed_left += op->speed / op->contr->weapon_sp;
2167 1990
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 1991 if (action_makes_visible (op))
1992 make_visible (op);
1993
1994 return true;
1995 }
2169 } 1996 }
2170 1997
2171 skill_attack(mon, op, 0, NULL, NULL); 1998 return false;
2172
2173 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is
2176 * the wiz.
2177 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2180 short luck = mon->stats.luck;
2181 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL);
2183 mon->stats.luck = luck;
2184 }
2185 if(action_makes_visible(op)) make_visible(op);
2186 }
2187 } /* if player should attack something */
2188} 1999}
2189 2000
2001bool
2190int move_player(object *op,int dir) { 2002move_player (object *op, int dir)
2191 int pick; 2003{
2192 object *transport = op->contr->transport; 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2193
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY))
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2005 return 0;
2006
2007 /* Sanity check: make sure dir is valid */
2008 if (dir < 0 || dir >= 9)
2009 {
2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2011 return 0;
2012 }
2013
2014 /* peterm: added following line */
2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2017
2018 op->facing = dir;
2019
2020 if (op->flag [FLAG_HIDDEN])
2021 do_hidden_move (op);
2022
2023 bool retval;
2024 int pick = 0;
2025
2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2027 retval = RESULT_INT (0);
2028 else if (op->contr->fire_on)
2029 retval = fire (op, dir);
2030 else
2031 {
2032 retval = move_player_attack (op, dir);
2033 pick = check_pick (op);
2034 }
2035
2036 /* Add special check for newcs players and fire on - this way, the
2037 * server can handle repeat firing.
2038 */
2039 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2040 op->direction = dir;
2041 else
2042 op->direction = 0;
2043
2044 /* Update how the player looks. Use the facing, so direction may
2045 * get reset to zero. This allows for full animation capabilities
2046 * for players.
2047 */
2048 animate_object (op, op->facing);
2049
2050 return retval;
2256} 2051}
2257 2052
2258/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2054 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2056 * the new speed values for commands.
2262 * 2057 *
2263 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2264 */ 2061 */
2062bool
2265int handle_newcs_player(object *op) 2063handle_newcs_player (object *op)
2266{ 2064{
2267 if (op->contr->hidden) {
2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly.
2272 */
2273 if (pticks & 2) op->invisible--;
2274 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2276 op->invisible--;
2277 if(!op->invisible) {
2278 make_visible(op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 }
2281 }
2282
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2284 flee_player(op);
2285 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) {
2287 op->speed_left--;
2288 return 0;
2289 }
2290 } 2066 {
2067 if (op->speed_left > 0.f)
2068 {
2069 --op->speed_left;
2070 flee_player (op);
2291 2071
2292 /* I've been seeing crashes where the golem has been destroyed, but 2072 return true;
2293 * the player object still points to the defunct golem. The code that 2073 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2074 else
2295 * put this in a a workaround to clean up the golem pointer. 2075 return false;
2296 */
2297 if (op->contr->ranges[range_golem] &&
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL;
2301 op->contr->golem_count = 0;
2302 } 2076 }
2303 2077
2304 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2080 * called, so we recheck it here.
2307 */ 2081 */
2308 HandleClient(&op->contr->socket, op->contr); 2082 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2083 return true;
2310 2084
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction); 2086 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2087
2321 else return 0; 2088 return false;
2322 } 2089}
2090
2091static int
2092save_life (object *op)
2093{
2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2095 return 0;
2324}
2325 2096
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2099 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2100 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2102
2338 if (op->contr) 2103 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2105
2343 if(op->stats.hp<0) 2106 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2108
2345 if(op->stats.food<0) 2109 if (op->stats.food < 0)
2346 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2111
2112 op->update_stats ();
2348 return 1; 2113 return 1;
2349 } 2114 }
2115
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2116 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2117 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2118 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2119 return 0;
2354} 2120}
2355 2121
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2359 * from. 2125 * from.
2360 */ 2126 */
2127static void
2361void remove_unpaid_objects(object *op, object *env) 2128drop_unpaid_items (object *op, object *env)
2362{ 2129{
2363 object *next;
2364
2365 while (op) { 2130 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2131 {
2367 * we remove object 'op' 2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2133
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2135 op->insert_at (env);
2371 op->x = env->x; 2136 else if (op->inv)
2372 op->y = env->y; 2137 drop_unpaid_items (op->inv, env);
2373 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2138
2382 2139 op = next;
2383/*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390char *gravestone_text (object *op)
2391{
2392 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF];
2394 time_t now = time (NULL);
2395
2396 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title);
2399 else
2400 sprintf (buf, "%s\n", op->name);
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409 if (op->type == PLAYER) {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf);
2413 } 2140 }
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 return buf2;
2418} 2141}
2419 2142
2143void
2144object::drop_unpaid_items ()
2145{
2146 if (!flag [FLAG_REMOVED])
2147 ::drop_unpaid_items (inv, this);
2148}
2420 2149
2421 2150void
2422void do_some_living(object *op) { 2151do_some_living (object *op)
2152{
2423 int last_food=op->stats.food; 2153 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2154 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2155 int over_hp, over_sp, over_grace;
2426 int i; 2156 int i;
2427 int rate_hp = 1200; 2157 int rate_hp = 1200;
2428 int rate_sp = 2500; 2158 int rate_sp = 2500;
2429 int rate_grace = 2000; 2159 int rate_grace = 2000;
2430 const int max_hp = 1; 2160 const int max_hp = 1;
2431 const int max_sp = 1; 2161 const int max_sp = 1;
2432 const int max_grace = 1; 2162 const int max_grace = 1;
2433 2163
2434 if (op->contr->outputs_sync) { 2164 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2165 {
2436 if (op->contr->outputs[i].buf!=NULL && 2166 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2167 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2439 } 2173 }
2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2175 {
2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2181 }
2440 2182
2441 if(op->contr->state==ST_PLAYING) { 2183 if (op->contr->ns->state == ST_PLAYING)
2442 2184 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2186 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 )
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp;
2447 else {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp;
2450 }
2451 if(op->contr->gen_sp >= 0 )
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp;
2453 else {
2454 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp;
2456 }
2457 if(op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace;
2459 else {
2460 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace;
2462 }
2463
2464 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2471 op->stats.food--;
2472 if(op->contr->digestion<0)
2473 op->stats.food+=op->contr->digestion;
2474 else if(op->contr->digestion>0 &&
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food;
2477 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497
2498 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2500 if(--op->last_grace<0) {
2501 if(op->stats.grace<op->stats.maxgrace/2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2505 if (over_grace > 0) {
2506 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2508 op->last_grace=0;
2509 } else {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2511 }
2512 } else {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2514 }
2515 /* wearing stuff doesn't detract from grace generation. */
2516 }
2517
2518 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) {
2520 if(op->stats.hp<op->stats.maxhp) {
2521 op->stats.hp++;
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2524 op->stats.food--;
2525 if(op->contr->digestion<0)
2526 op->stats.food+=op->contr->digestion;
2527 else if(op->contr->digestion>0 &&
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food;
2530 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if(--op->last_eat<0) {
2548#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0,
2551 penalty=dg<0?-dg:0;
2552#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0,
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif
2556
2557 if(op->contr->gen_hp > 0) 2187 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2188 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2189 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2190 {
2191 gen_hp = op->stats.maxhp;
2192 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2193 }
2194
2195 if (op->contr->gen_sp >= 0)
2196 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2197 else
2198 {
2199 gen_sp = op->stats.maxsp;
2200 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2201 }
2202
2203 if (op->contr->gen_grace >= 0)
2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2205 else
2206 {
2207 gen_grace = op->stats.maxgrace;
2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2209 }
2210
2211 /* Regenerate Grace */
2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2213 if (--op->last_grace < 0)
2214 {
2215 if (op->stats.grace < op->stats.maxgrace / 2)
2216 op->stats.grace++; /* no penalty in food for regaining grace */
2217
2218 if (max_grace > 1)
2219 {
2220 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2221 if (over_grace > 0)
2222 {
2223 op->stats.sp += over_grace
2224 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2225 op->last_grace = 0;
2226 }
2227 else
2228 {
2229 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2230 }
2231 }
2232 else
2233 {
2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2235 }
2236 /* wearing stuff doesn't detract from grace generation. */
2237 }
2238
2239 if (op->stats.food > 0)
2240 {
2241 /* Regenerate Spell Points */
2242 if (!op->contr->golem && --op->last_sp < 0)
2243 {
2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2245
2246 if (op->stats.sp < op->stats.maxsp)
2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2253 op->stats.food--;
2254
2255 if (op->contr->digestion < 0)
2256 op->stats.food += op->contr->digestion;
2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2258 op->stats.food = last_food;
2259 }
2260 }
2261
2262 if (max_sp > 1)
2263 {
2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2282 }
2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2291 {
2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2317 }
2318 else
2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2320 }
2321 }
2322
2323 /* Digestion */
2324 if (--op->last_eat < 0)
2325 {
2326 int bonus = max (0, op->contr->digestion),
2327 penalty = max (0, -op->contr->digestion);
2328
2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2330
2561 /* dms do not consume food */ 2331 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2333 op->stats.food--;
2564 } 2334 }
2565 2335
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2337 {
2338 object *flesh = 0;
2568 2339
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2340 for_inv_removable (op, tmp)
2341 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2346 {
2573 manual_apply(op,tmp,0); 2347 op->statusmsg ("You blindly grab for a bite of food. "
2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2349 op->apply (tmp);
2350
2574 if(op->stats.food>=0||op->stats.hp<0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2352 break;
2576 } 2353 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2354 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2355 flesh = tmp;
2579 } /* end of for loop */ 2356 }
2357
2580 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2359 * eat flesh instead.
2582 */ 2360 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2362 {
2585 manual_apply(op,flesh,0); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2365 op->apply (flesh);
2366 }
2588 2367
2589 while(op->stats.food<0&&op->stats.hp>0) 2368 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2369 if (op->stats.food < 0)
2591 2370 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2372 }
2373
2374 if (op->stats.food < 0)
2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2378
2379 if (op->stats.hp < 0)
2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2385
2386 /* killer should be set here already */
2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2388 kill_player (op);
2389 }
2390}
2597 2391
2598/* If the player should die (lack of hp, food, etc), we call this. 2392/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2393 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2394 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2395 * file.
2602 */ 2396 */
2397void
2603void kill_player(object *op) 2398kill_player (object *op)
2604{ 2399{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2400 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2608 int z;
2609 int num_stats_lose;
2610 int lost_a_stat;
2611 int lose_this_stat;
2612 int this_stat;
2613 int will_kill_again; 2402 int will_kill_again;
2614 archetype *at; 2403 archetype *at;
2615 object *tmp; 2404 object *tmp;
2616 2405
2617 if(save_life(op)) 2406 if (save_life (op))
2618 return; 2407 return;
2619 2408
2409 dynbuf_text deathtab;
2620 2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2444
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2448 */
2625 if (op_on_battleground(op, &x, &y)) { 2449 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2450 {
2627 "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,
2629 "Local medics have saved your life...");
2630
2631 /* restore player */
2632 at = find_archetype("poisoning");
2633 tmp=present_arch_in_ob(at,op);
2634 if (tmp) {
2635 remove_ob(tmp);
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2638 }
2639 2452
2640 at = find_archetype("confusion");
2641 tmp=present_arch_in_ob(at,op);
2642 if (tmp) {
2643 remove_ob(tmp);
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2646 }
2647
2648 cure_disease(op,0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999;
2651
2652 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2455
2655 { 2456 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2458 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2460 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2461 (int)op->level,
2661 op->contr->killer); 2462 op->contr->killer_name ()
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0;
2664 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2463 );
2464 tmp->value = 0, tmp->type = 0;
2465 tmp->material = name_to_material (shstr_organic);
2466 tmp->insert_at (op, tmp);
2467
2669 /* teleport defeated player to new destination*/ 2468 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2470 op->contr->braced = 0;
2672 return;
2673 }
2674 2471
2675 /* Lauwenmark: Handle for plugin death event */ 2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2473 return;
2474 }
2678 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2679 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2680 2480
2681 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2682 2482
2683 if(op->stats.food<0) { 2483 op->contr->play_sound (sound_find ("player_dies"));
2684 if (op->contr->explore) {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name);
2691 strcpy(op->contr->killer,"starvation");
2692 }
2693 else {
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name);
2701 }
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2703 2484
2704 /* save the map location for corpse, gravestone*/ 2485 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2486 x = op->x;
2487 y = op->y;
2488 map = op->map;
2706 2489
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2490 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * life if they are dead - it takes some exp and a random stat. 2491 * life if they are dead - it takes some exp and a random stat.
2711 * See the config.h file for a little more in depth detail about this. 2492 * See the config.h file for a little more in depth detail about this.
2712 */ 2493 */
2713 2494
2714 /* Basically two ways to go - remove a stat permanently, or just 2495 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2496 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2497 * of death.
2717 */ 2498 */
2718#ifndef COZY_SERVER 2499#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2500 if (settings.balanced_stat_loss)
2501 {
2720 /* If stat loss is permanent, lose one stat only. */ 2502 /* If stat loss is permanent, lose one stat only. */
2721 /* Lower level chars don't lose as many stats because they suffer 2503 /* Lower level chars don't lose as many stats because they suffer
2722 more if they do. */ 2504 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2505 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2506 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2507 little bit harder. */
2726 /* GD */ 2508 /* GD */
2727 if (settings.stat_loss_on_death) 2509 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2510 num_stats_lose = 1;
2729 else 2511 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2512 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2513 }
2514 else
2732 num_stats_lose = 1; 2515 num_stats_lose = 1;
2733 } 2516
2734 lost_a_stat = 0; 2517 lost_a_stat = 0;
2735 2518
2736 for (z=0; z<num_stats_lose; z++) { 2519 for (z = 0; z < num_stats_lose; z++)
2737 i = RANDOM() % NUM_STATS; 2520 {
2521 i = rndm (NUM_STATS);
2738 2522
2739 if (settings.stat_loss_on_death) { 2523 if (settings.stat_loss_on_death)
2524 {
2740 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2741 * what he lost. 2526 * what he lost.
2742 */ 2527 */
2743 change_attr_value(&(op->stats), i,-1); 2528 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2529 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2530 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2531 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2532 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2533 lost_a_stat = 1;
2749 } else { 2534 }
2535 else
2536 {
2750 /* deplete a stat */ 2537 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2752 object *dep; 2539 object *dep;
2540
2541 dep = present_arch_in_ob (deparch, op);
2542 if (!dep)
2753 2543 {
2754 dep = present_arch_in_ob(deparch,op); 2544 dep = deparch->instance ();
2755 if(!dep) {
2756 dep = arch_to_object(deparch);
2757 insert_ob_in_ob(dep, op); 2545 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2546 }
2787 if (lose_this_stat) { 2547 lose_this_stat = 1;
2548 if (settings.balanced_stat_loss)
2549 {
2550 /* GD */
2551 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2552 this_stat = get_attr_value (&(dep->stats), i);
2553 if (this_stat < 0)
2554 {
2555 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2556 int keep_chance = this_stat * this_stat;
2557
2558 /* Yes, I am paranoid. Sue me. */
2559 if (keep_chance < 1)
2560 keep_chance = 1;
2561
2562 /* There is a maximum depletion total per level. */
2563 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2564 {
2565 lose_this_stat = 0;
2566 /* Take loss chance vs keep chance to see if we
2567 retain the stat. */
2568 }
2569 else
2570 {
2571 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2572 lose_this_stat = 0;
2573 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2574 this_stat, keep_chance, loss_chance,
2575 lose_this_stat?"LOSE":"KEEP"); */
2576 }
2577 }
2578 }
2579
2580 if (lose_this_stat)
2581 {
2582 this_stat = get_attr_value (&dep->stats, i);
2789 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2587 * difference.
2794 */ 2588 */
2795 if (this_stat>=-50) { 2589 if (this_stat >= -50)
2590 {
2796 change_attr_value(&(dep->stats), i, -1); 2591 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2592 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2593 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2594 op->update_stats ();
2800 lost_a_stat = 1; 2595 lost_a_stat = 1;
2801 } 2596 }
2802 } 2597 }
2598 }
2803 } 2599 }
2804 } 2600
2805 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2602 if (!lost_a_stat)
2807 { 2603 {
2808 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2606 shstr_tmp god = determine_god (op);
2811 if (god && (strcmp(god, "none"))) 2607
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2608 if (god != shstr_none)
2813 "moment you feel the holy presence of %s protecting" 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2814 " you.", god); 2610 else
2815 else 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 2612 }
2613#else
2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2819#endif 2615#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2616
2823 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2618 * exp loss on the stone.
2825 */ 2619 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2827 sprintf(buf,"%s's gravestone",op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2829 sprintf(buf,"%s's gravestones",op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2830 FREE_AND_COPY(tmp->name_pl, buf); 2624 &op->name, op->contr->title, op->contr->killer_name ());
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2832 "who was killed\n"
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2627
2840 /**************************************/ 2628 /**************************************/
2841 /* */ 2629 /* */
2842 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */ 2631 /* */
2846 /**************************************/ 2632 /**************************************/
2847 2633
2848 /* remove any poisoning and confusion the character may be suffering.*/
2849 /* restore player */
2850 at = find_archetype("poisoning");
2851 tmp=present_arch_in_ob(at,op);
2852 if (tmp) {
2853 remove_ob(tmp);
2854 free_object(tmp);
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2856 }
2857
2858 at = find_archetype("confusion");
2859 tmp=present_arch_in_ob(at,op);
2860 if (tmp) {
2861 remove_ob(tmp);
2862 free_object(tmp);
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2864 }
2865 cure_disease(op,0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2635 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2873 2636
2874 /* 2637 /*
2875 * Check to see if the player is in a shop. IF so, then check to see if 2638 * Check to see if the player has any unpaid items. If so, remove them
2876 * the player has any unpaid items. If so, remove them and put them back 2639 * and put them back in the map.
2877 * in the map. 2640 */
2878 */ 2641 op->drop_unpaid_items ();
2879 2642
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op);
2883 break;
2884 }
2885 }
2886
2887
2888 /****************************************/ 2643 /****************************************/
2889 /* */ 2644 /* */
2890 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2892 /* */ 2647 /* */
2893 /****************************************/ 2648 /****************************************/
2894 2649
2895 enter_player_savebed(op); 2650 enter_player_savebed (op);
2896 2651
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2652 op->contr->braced = 0;
2901 save_player(op,1);
2902 2653
2903 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2657 * on the space that might harm the player.
2907 */ 2658 */
2908 will_kill_again=0; 2659 will_kill_again = 0;
2909 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2660 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2910 if (tmp->type ==SPELL_EFFECT) 2661 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2662 will_kill_again |= tmp->attacktype;
2912 } 2663
2913 if (will_kill_again) { 2664 if (will_kill_again)
2665 {
2914 object *force; 2666 object *force;
2915 int at; 2667 int at;
2916 2668
2917 force=get_archetype(FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2671 force->speed = 0.1f;
2920 force->speed_left=-5.0; 2672 force->speed_left = -5.f;
2921 SET_FLAG(force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2674 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2676 force->resist[at] = 100;
2925 } 2677
2926 insert_ob_in_ob(force, op); 2678 insert_ob_in_ob (force, op);
2927 fix_player(op); 2679 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 } 2680 }
2986 }
2987 play_again(op);
2988 2681
2989 /* peterm: added to create a corpse at deathsite. */ 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2683}
3003 2684
3004 2685static void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2686loot_object (object *op)
2687{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2688 object *tmp, *tmp2, *next;
3007 2689
3008 if (op->container) { /* close open sack first */ 2690 op->close_container (); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2691
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2692 for (tmp = op->inv; tmp; tmp = next)
2693 {
3013 next=tmp->below; 2694 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2695
3015 remove_ob(tmp); 2696 if (tmp->invisible)
2697 continue;
2698
2699 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 2700 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 2701
3018 loot_object(tmp); 2702 if (tmp->type == CONTAINER)
3019 } 2703 loot_object (tmp); /* empty container to ground */
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2704
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2706 {
3022 if(tmp->nrof>1) { 2707 if (tmp->nrof > 1)
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2708 {
3024 free_object(tmp2); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
2711 }
2712 else
2713 tmp->destroy ();
2714 }
3026 } else 2715 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 2716 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 2717 }
3031} 2718}
3032 2719
3033/* 2720/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3035 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3036 * was changed. 2723 * was changed.
3037 */ 2724 */
2725void
2726fix_weight ()
2727{
2728 for_all_players (pl)
2729 {
2730 sint32 old = pl->ob->carrying;
3038 2731
3039void fix_weight(void) { 2732 pl->ob->update_weight ();
3040 player *pl; 2733
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 2734 if (old != pl->ob->carrying)
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2735 {
3043 if(old == sum) 2736 pl->ob->update_stats ();
3044 continue; 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3045 fix_player(pl->ob); 2738 }
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3047 pl->ob->name, old, sum);
3048 } 2739 }
3049} 2740}
3050 2741
3051void fix_luck(void) { 2742void
3052 player *pl; 2743fix_luck ()
3053 for (pl = first_player; pl != NULL; pl = pl->next) 2744{
2745 for_all_players (pl)
3054 if (!pl->ob->contr->state) 2746 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 2747 pl->ob->change_luck (0);
3056} 2748}
3057
3058 2749
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 2750/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 2751 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 2752 * just treat this as any other spell casting object.
3062 */ 2753 */
3063
3064void 2754void
3065cast_dust (object * op, object * throw_ob, int dir) 2755cast_dust (object *op, object *throw_ob, int dir)
3066{ 2756{
3067 object *skop, *spob; 2757 object *skop, *spob;
3068 2758
3069 skop = find_skill_by_name (op, throw_ob->skill); 2759 skop = find_skill_by_name (op, throw_ob->skill);
3070 2760
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 2761 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2762 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 2763 {
3074 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2764 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3075 op->name);
3076 return; 2765 return;
3077 } 2766 }
3078 2767
3079 spob = throw_ob->inv; 2768 spob = throw_ob->inv;
3080 2769
3081 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2770 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3082 // not pass NULL to cast_spell (which did indeed check itself, but 2771 // not pass NULL to cast_spell (which did indeed check itself, but
3083 // errors should be reported as early as possible IMHO) 2772 // errors should be reported as early as possible IMHO)
3084 if (!spob) 2773 if (!spob)
3085 { 2774 {
3086 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2775 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3087 throw_ob->name, op->name);
3088 return; 2776 return;
3089 } 2777 }
3090 2778
3091 if (op->type == PLAYER) 2779 if (op->type == PLAYER)
3092 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2780 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3093 2781
3094 cast_spell (op, throw_ob, dir, spob, NULL); 2782 cast_spell (op, throw_ob, dir, spob, NULL);
3095 2783
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2784 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 2785}
3100 2786
2787void
3101void make_visible (object *op) { 2788make_visible (object *op)
3102 op->hide = 0; 2789{
2790 op->flag [FLAG_HIDDEN] = 0;
3103 op->invisible = 0; 2791 op->invisible = 0;
3104 if(op->type==PLAYER) {
3105 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3107 }
3108 update_object(op,UP_OBJ_FACE);
3109}
3110 2792
3111int is_true_undead(object *op) {
3112 object *tmp=NULL;
3113
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3115
3116 if(op->type==PLAYER) 2793 if (op->type == PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below) 2794 {
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2795 op->contr->tmp_invis = 0;
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2796 op->contr->invis_race = 0;
2797 }
2798
2799 update_object (op, UP_OBJ_CHANGE);
2800}
2801
2802int
2803is_true_undead (object *op)
2804{
2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2806 return 1;
2807
3120 return 0; 2808 return 0;
3121} 2809}
3122 2810
3123/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 2813 * indicate greater hideability.
3126 */ 2814 */
3127 2815int
3128int hideability(object *ob) { 2816hideability (object *ob)
2817{
3129 int i,level=0, mflag; 2818 int i, level = 0, mflag;
3130 sint16 x,y; 2819 sint16 x, y;
3131 2820
3132 if(!ob||!ob->map) return 0; 2821 if (!ob || !ob->map)
2822 return 0;
3133 2823
3134 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3136 2826
3137 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3138 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3139 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2830 if (ob->has_carried_lights ())
2831 level = -(10 + (2 * ob->map->darklevel ()));
3141 2832
3142 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3143 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2837 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 2839 if (mflag & P_OUT_OF_MAP)
2840 continue;
2841
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 2843 level += 2;
3148 else /* open terrain! */ 2844 else /* open terrain! */
3149 level -= 1; 2845 level -= 1;
3150 } 2846 }
3151 2847
3152#if 0 2848#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2849 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 2850#endif
3155 return level; 2851 return level;
3156} 2852}
3157 2853
3158/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 2858 */
3163 2859void
3164void do_hidden_move (object *op) { 2860do_hidden_move (object *op)
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2861{
3166 object *skop; 2862 int hide = 0;
3167 2863
3168 if(!op || !op->map) return; 2864 if (!op || !op->map)
2865 return;
3169 2866
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3171 2869
3172 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3173 if(op->type==PLAYER && op->contr->run_on) { 2871 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 2872 if (!skop || num >= skop->level)
2873 {
3175 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3176 make_visible(op); 2875 make_visible (op);
3177 return; 2876 return;
3178 } else num += 20;
3179 } 2877 }
2878 else
2879 num += 20;
2880
3180 num += op->map->difficulty; 2881 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 2883 num -= hide;
2884
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2886 {
3184 make_visible(op); 2887 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2888
3186 "You moved out of hiding! You are visible!"); 2889 if (op->type == PLAYER)
2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 2891 }
3188 else if (op->type == PLAYER && skop) { 2892 else if (op->type == PLAYER && skop)
3189 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3190 }
3191} 2894}
3192 2895
3193/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3194 2897
2898int
3195int stand_near_hostile( object *who ) { 2899stand_near_hostile (object *who)
2900{
3196 object *tmp=NULL; 2901 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 2902 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 2903 maptile *m;
3199 sint16 x,y; 2904 sint16 x, y;
3200 2905
3201 if(!who) return 0; 2906 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 2907 return 0;
2908
2909 if (who->type == PLAYER)
2910 player = 1;
2911
2912 else
2913 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2914
2915 /* search adjacent squares */
2916 for (i = 1; i < 9; i++)
2917 {
2918 x = who->x + freearr_x[i];
2919 y = who->y + freearr_y[i];
2920 m = who->map;
2921 mflags = get_map_flags (m, &m, x, y, &x, &y);
2922 /* space must be blocked if there is a monster. If not
2923 * blocked, don't need to check this space.
2924 */
2925 if (mflags & P_OUT_OF_MAP)
2926 continue;
2927 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2928 continue;
2929
2930 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2931 {
2932 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2933 return 1;
2934 else if (tmp->type == PLAYER)
2935 {
2936 /*don't let a hidden DM prevent you from hiding */
2937 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2938 return 1;
2939 }
2940 }
2941 }
2942 return 0;
3231} 2943}
3232 2944
3233/* check the player los field for viewability of the 2945/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3235 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3236 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3237 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3238 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3239 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3240 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3241 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3242 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3243 * -b.t. 2955 * -b.t.
3244 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3245 */ 2957 */
3246 2958int
3247int player_can_view (object *pl,object *op) { 2959player_can_view (object *pl, object *op)
2960{
3248 rv_vector rv; 2961 rv_vector rv;
3249 int dx,dy; 2962 int dx, dy;
3250 2963
3251 if(pl->type!=PLAYER) { 2964 if (pl->type != PLAYER)
2965 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 2967 return -1;
3278 op = op->more;
3279 } 2968 }
2969
2970 if (!pl || !op)
3280 return 0; 2971 return 0;
3281}
3282 2972
3283/* routine for both players and monsters. We call this when 2973 op = op->head_ ();
3284 * there is a possibility for our action distrubing our hiding 2974
3285 * place or invisiblity spell. Artefact invisiblity is not 2975 get_rangevector (pl, op, &rv, 0x1);
3286 * effected by this. If we arent invisible to begin with, we 2976
3287 * return 0. 2977 /* starting with the 'head' part, lets loop
2978 * through the object and find if it has any
2979 * part that is in the los array but isn't on
2980 * a blocked los square.
2981 * we use the archetype to figure out offsets.
3288 */ 2982 */
3289int action_makes_visible (object *op) { 2983 while (op)
2984 {
2985 dx = rv.distance_x + op->arch->x;
2986 dy = rv.distance_y + op->arch->y;
3290 2987
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3293 return 0;
3294
3295 if (op->contr && op->contr->tmp_invis == 0) return 0;
3296
3297 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3299 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3300 return 1; 2989 return 1;
3301 } 2990
2991 op = op->more;
3302 } 2992 }
2993
3303 return 0; 2994 return 0;
3304} 2995}
3305 2996
3306/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 2999 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3000 * -exit-coord. (and if x, y not NULL)
3310 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3001 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3002 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */ 3004 */
3005int
3314int op_on_battleground (object *op, int *x, int *y) { 3006op_on_battleground (object *op, int *x, int *y)
3315 object *tmp; 3007{
3316
3317 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3318 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3015 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3017 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3326 strcmp(tmp->name, "battleground")==0 && 3019 && tmp->type == BATTLEGROUND
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3022 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3023 /* before we assign the exit, check if this is a teambattle */
3329 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3330 object *invtmp; 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3027 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3028 if (x && y)
3334 if (x != NULL && y != NULL)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3031 return 1;
3032 }
3033
3034 if (x && y)
3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3336 return 1; 3037 return 1;
3337 } 3038 }
3338 } 3039 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3040 }
3344 } 3041
3345 }
3346 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3347 return 0; 3043 return 0;
3348} 3044}
3349 3045
3350/* 3046/*
3354 * attributes: 3050 * attributes:
3355 * object *who the dragon player 3051 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3052 * int atnr the attack-number of the ability focus
3357 * int level ability level 3053 * int level ability level
3358 */ 3054 */
3055void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3056dragon_ability_gain (object *who, int atnr, int level)
3057{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3058 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3059 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3060 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3061 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3063 int i = 0, j = 0;
3366 3064
3367 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3370 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3372 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3374 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3376 3074
3377 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3378 return; 3076 return;
3379 3077
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3079
3382 3080 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3081 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3083 return;
3386 } 3084 }
3387 3085
3388 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3087 item = tr->item;
3390 3088
3391 if (item->type == SPELL) { 3089 if (item->type == SPELL)
3090 {
3392 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3393 return; 3092 return;
3394 3093
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3094 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3095 do_learn_spell (who, item, 0);
3397 return; 3096 return;
3398 } 3097 }
3399 3098
3400 /* grant direct spell */ 3099 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3100 if (item->type == SPELLBOOK)
3101 {
3402 if (!item->inv) { 3102 if (!item->inv)
3103 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3104 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3105 return;
3406 } 3106 }
3407 if (check_spell_known (who, item->inv->name)) 3107 if (check_spell_known (who, item->inv->name))
3408 return; 3108 return;
3409 if (item->invisible) { 3109 if (item->invisible)
3110 {
3410 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3111 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3411 do_learn_spell (who, item->inv, 0); 3112 do_learn_spell (who, item->inv, 0);
3412 return; 3113 return;
3413 } 3114 }
3414 } 3115 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3116 else if (item->type == SKILL_TOOL && item->invisible)
3117 {
3416 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3118 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3119 {
3417 3120
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3121 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * in this way, if the player is missing any of the attacktypes, he gets 3122 * in this way, if the player is missing any of the attacktypes, he gets
3420 * them. As it is now, if the player has any that match the granted skill, 3123 * them. As it is now, if the player has any that match the granted skill,
3421 * but not all of them, he gets nothing. 3124 * but not all of them, he gets nothing.
3422 */ 3125 */
3423 if (!(skop->attacktype & item->attacktype)) { 3126 if (!(skop->attacktype & item->attacktype))
3127 {
3424 /* Give new attacktype */ 3128 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3129 skop->attacktype |= item->attacktype;
3426 3130
3427 /* always add physical if there's none */ 3131 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3132 skop->attacktype |= AT_PHYSICAL;
3429
3430 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3432 3133
3433 /* Give player new face */ 3134 if (item->msg != NULL)
3434 if (item->animation_id) {
3435 who->face = skop->face;
3436 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0;
3439 who->state = 0;
3440 animate_object(who, who->direction);
3441 }
3442 }
3443 }
3444 }
3445 else if (item->type == FORCE) {
3446 /* forces in the treasurelist can alter the player's stats */
3447 object *skin;
3448 /* first get the dragon skin force */
3449 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3450 skin=skin->below);
3451 if (skin == NULL) return;
3452
3453 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456
3457 /* print message */
3458 sprintf(buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3460 if(item->path_attuned & (1<<i)) {
3461 if (j)
3462 strcat(buf," and ");
3463 else
3464 j = 1;
3465 strcat(buf, spellpathnames[i]);
3466 }
3467 }
3468 strcat(buf,".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3470 }
3471
3472 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3479
3480 /* print message if there is one */
3481 if (item->msg != NULL)
3482 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3135 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3483 }
3484 else {
3485 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item);
3487 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3488 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp);
3491 }
3492}
3493 3136
3494/** 3137 /* Give player new face */
3495 * Unready an object for a player. This function does nothing if the object was 3138 if (item->animation_id)
3496 * not readied. 3139 {
3497 */ 3140 who->face = skop->face;
3498void player_unready_range_ob(player *pl, object *ob) { 3141 who->animation_id = item->animation_id;
3499 rangetype i; 3142 who->anim_speed = item->anim_speed;
3500 3143 who->last_anim = 0;
3501 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3144 who->state = 0;
3502 if (pl->ranges[i] == ob) { 3145 animate_object (who, who->direction);
3503 pl->ranges[i] = NULL; 3146 }
3504 if (pl->shoottype == i) {
3505 pl->shoottype = range_none;
3506 } 3147 }
3507 } 3148 }
3508 } 3149 }
3150 else if (item->type == FORCE)
3151 {
3152 /* forces in the treasurelist can alter the player's stats */
3153 object *skin;
3154
3155 /* first get the dragon skin force */
3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3157 ;
3158
3159 if (!skin)
3160 return;
3161
3162 /* adding new spellpath attunements */
3163 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3164 {
3165 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3166
3167 /* print message */
3168 sprintf (buf, "You feel attuned to ");
3169 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3170 {
3171 if (item->path_attuned & (1 << i))
3172 {
3173 if (j)
3174 strcat (buf, " and ");
3175 else
3176 j = 1;
3177 strcat (buf, spellpathnames[i]);
3178 }
3179 }
3180
3181 strcat (buf, ".");
3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3183 }
3184
3185 /* evtl. adding flags: */
3186 if (QUERY_FLAG (item, FLAG_XRAYS))
3187 SET_FLAG (skin, FLAG_XRAYS);
3188 if (QUERY_FLAG (item, FLAG_STEALTH))
3189 SET_FLAG (skin, FLAG_STEALTH);
3190 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3191 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3192
3193 /* print message if there is one */
3194 if (item->msg != NULL)
3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3196 }
3197 else
3198 {
3199 /* generate misc. treasure */
3200 tmp = tr->item->instance ();
3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3202 who->insert (tmp);
3203 }
3509} 3204}
3205
3206//-GPL
3207
3208sint8
3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3224void
3225player::infobox (const char *title, const char *msg, int color)
3226{
3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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