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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 2010 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <sounds.h> 29#include <sounds.h>
37#include <living.h> 30#include <living.h>
38#include <object.h> 31#include <object.h>
39#include <spells.h> 32#include <spells.h>
40#include <skills.h> 33#include <skills.h>
41#include <newclient.h>
42 34
43#ifdef COZY_SERVER 35#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 36#include <functional>
45#endif
46 37
47player *find_player(const char *plname) 38playervec players;
48{
49 player *pl;
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname))
53 return pl;
54 };
55 return NULL;
56}
57 39
58player* find_player_partial_name( const char* plname ) 40/* This loads the first map an puts the player on it. */
59 { 41static void
60 player* pl; 42set_first_map (object *op)
61 player* found = NULL; 43{
62 size_t namelen = strlen( plname ); 44 op->contr->maplevel = first_map_path;
63 for ( pl = first_player; pl != NULL; pl = pl->next ) 45 op->x = -1;
64 { 46 op->y = -1;
65 if ( strlen( pl->ob->name ) < namelen )
66 continue;
67
68 if ( !strcmp( pl->ob->name, plname) )
69 return pl;
70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) )
72 {
73 if ( found )
74 return NULL;
75
76 found = pl;
77 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103} 47}
104 48
105void send_rules(const object *op) { 49void
106 char buf[MAX_BUF]; 50player::activate ()
107 char rules[HUGE_BUF]; 51{
108 FILE *fp; 52 if (active)
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return; 53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
82
83 players.erase (this);
84}
85
86// connect the player with a specific client
87// also changes, rationalises, and fixes some incorrect settings
88void
89player::connect (client *ns)
90{
91 this->ns = ns;
92 ns->pl = this;
93
94 run_on = 0;
95 fire_on = 0;
96 ob->close_container (); //TODO: client-specific
97
98 ns->update_look = 0;
99 ns->look_position = 0;
100
101 clear_los ();
102
103 ns->reset_stats ();
104
105 /* make sure he's a player -- needed because of class change. */
106 ob->type = PLAYER; // we are paranoid
107 ob->race = ob->arch->race;
108
109 ob->update_weight ();
110 link_skills ();
111
112 assign (title, ob->arch->object::name);
113
114 /* if it's a dragon player, set the correct title here */
115 if (ob->is_dragon ())
115 } 116 {
116 rules[0]='\0'; 117 object *tmp, *abil = 0, *skin = 0;
117 size=0; 118
118 while (fgets(buf, MAX_BUF, fp) != NULL) { 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if( *buf == '#') 120 if (tmp->type == FORCE)
120 continue; 121 if (tmp->arch->archname == shstr_dragon_ability_force)
121 if (size + strlen(buf)>=HUGE_BUF) 122 abil = tmp;
123 else if (tmp->arch->archname == shstr_dragon_skin_force)
124 skin = tmp;
125
126 set_dragon_name (ob, abil, skin);
127 }
128
129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
130
131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
122 { 147 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); 148 case SKILL:
124 break; 149 op->flag [FLAG_APPLIED] = false;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break; 150 break;
167 } 151
168 strncat(news+size,buf,HUGE_BUF-size); 152 case SPELL:
169 size+=strlen(buf); 153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
170 } 166 }
171 } 167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
174 activate ();
175
176 INVOKE_PLAYER (CONNECT, this);
177 INVOKE_PLAYER (LOGIN, this);
178}
179
180void
181player::disconnect ()
182{
183 if (ob)
172 184 {
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 185 ob->close_container (); //TODO: client-specific
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 186 ob->drop_unpaid_items ();
175 "INFORMATION: %s\n%s\n", 187 }
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179}
180 188
181int playername_ok(const char *cp) { 189 if (ns)
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 } 190 {
191 if (active)
192 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
229 193
230 /* Clears basically the entire player structure except 194 INVOKE_PLAYER (DISCONNECT, this);
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234 195
196 ns->reset_stats ();
197 ns->pl = 0;
198 ns = 0;
199 }
200
201 // this is important for the player scheduler to get the correct refcount
202 // when ns = 0
203 observe = viewpoint = ob;
204
205 deactivate ();
206}
207
208//-GPL
209
210// the need for this function can be explained
211// by load_object not returning the object
212void
213player::set_object (object *op)
214{
215 ob = observe = viewpoint = op;
216 ob->contr = this; /* this aren't yet in archetype */
217
218 ob->speed = 1.0f;
219 ob->speed_left = 0.5f;
220
221 ob->direction = 5; /* So player faces south */
222}
223
224void
225player::set_observe (object *op)
226{
227 observe = viewpoint = op ? op : ob;
228 do_los = 1;
229}
230
231void
232player::set_viewpoint (object *op)
233{
234 viewpoint = op ? op : (object *)observe;
235 do_los = 1;
236}
237
238//+GPL
239
240player::player ()
241{
235 /* There are some elements we want initialized to non zero value - 242 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 243 * we deal with that below this point.
237 */ 244 */
238 p->party=NULL; 245 outputs_sync = 4;
239 p->outputs_sync=16; /* Every 2 seconds */ 246 outputs_count = 4;
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 247 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 248
244#ifdef AUTOSAVE 249 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 250
246#endif 251 gen_sp_armour = 10;
252 bowtype = bow_normal;
253 petmode = pet_normal;
254 usekeys = containers;
255 peaceful = 1; /* default peaceful */
256 do_los = 1;
257
258 weapon_sp = 1.0f;
259 weapon_sp_left = 0.5f;
260}
261
262void
263player::do_destroy ()
264{
265 disconnect ();
266
267 attachable::do_destroy ();
268
269 if (ob)
247 270 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 271 ob->destroy_inv (false);
272 ob->destroy ();
249 273 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258 274
259 roll_stats(op); 275 ob = observe = viewpoint = 0;
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 276}
301 277
302 278player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 279{
306 strcpy(op->contr->maplevel, first_map_path); 280 /* Clear item stack */
307 op->x = -1; 281 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311
312/* Tries to add player on the connection passwd in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316
317int add_player(NewSocket *ns) {
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0;
340} 282}
341 283
342/* 284/*
343 * get_player_archetype() return next player archetype from archetype 285 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 286 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 287 * Note: there MUST be at least one player archetype!
346 */ 288 */
289static archetype *
347archetype *get_player_archetype(archetype* at) 290get_player_archetype (archetype *at)
348{ 291{
349 archetype *start = at; 292 // archetypes could have been reloaded
350 for (;;) { 293 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
351 if (at==NULL || at->next==NULL) 294
352 at=first_archetype; 295 if (!nat)
353 else
354 at=at->next;
355 if(at->clone.type==PLAYER)
356 return at; 296 return at;
357 if (at == start) { 297
358 LOG (llevError, "No Player archetypes\n"); 298 archvec::iterator i = archetypes.find (nat);
359 exit (-1); 299
360 } 300 for (;;)
361 } 301 {
362} 302 if (++i == archetypes.end ())
303 i = archetypes.begin ();
304 else if (*i == at)
305 cleanup ("not a single player archetype found");
363 306
307 if ((*i)->type == PLAYER)
308 return *i;
309 }
310}
364 311
312/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display
314 * mode.
315 */
316player *
317player::create ()
318{
319 player *pl = new player;
320
321 pl->set_object (get_player_archetype (0)->instance ());
322
323 pl->ob->roll_stats ();
324 pl->ob->stats.wc = 2;
325 pl->ob->run_away = 25; /* Then we panick... */
326
327 set_first_map (pl->ob);
328
329 return pl;
330}
331
332object *
365object *get_nearest_player(object *mon) { 333get_nearest_player (object *mon)
334{
366 object *op = NULL; 335 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 336 objectlink *ol;
369 unsigned lastdist; 337 unsigned lastdist;
370 rv_vector rv; 338 rv_vector rv;
371 339
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 340 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
373 /* We should not find free objects on this friendly list, but it 341 {
374 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop.
377 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) {
379 object *tmp=ol->ob;
380
381 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared.
383 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next;
386 remove_friendly_object(tmp);
387 if (!ol) return op;
388 }
389
390 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this
396 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 342 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 343 continue;
399 344
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 345 if (lastdist > rv.distance)
409 op=pl->ob; 346 {
347 op = ol->ob;
410 lastdist=rv.distance; 348 lastdist = rv.distance;
349 }
411 } 350 }
412 } 351
413 } 352 for_all_players (pl)
353 if (can_detect_enemy (mon, pl->ob, &rv))
354 if (lastdist > rv.distance)
355 {
356 op = pl->ob;
357 lastdist = rv.distance;
358 }
359
414#if 0 360#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 361 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 362#endif
417 return op; 363 return op;
418} 364}
419 365
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 366/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 367 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 368 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 382 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 383 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 384 * is probably not a good thing.
439 */ 385 */
440#define MAX_SPACES 50 386#define MAX_SPACES 50
441
442 387
443/* 388/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 389 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 390 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 391 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 404 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 405 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 406 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 407 * is blocking itself.
463 */ 408 */
409int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 410path_to_player (object *mon, object *pl, unsigned mindiff)
411{
465 rv_vector rv; 412 rv_vector rv;
466 sint16 x,y; 413 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 414 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 415 maptile *m, *lastmap;
469 416
470 get_rangevector(mon, pl, &rv, 0); 417 get_rangevector (mon, pl, &rv, 0);
471 418
472 if (rv.distance<mindiff) return 0; 419 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 420 return 0;
725}
726 421
727void confirm_password(object *op) { 422 x = mon->x;
423 y = mon->y;
424 m = mon->map;
425 dir = rv.direction;
426 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
427 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 428
729 op->contr->write_buf[0]='\0'; 429 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 430 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 431 return 0;
732}
733 432
433 while (diff > 1 && max > 0)
434 {
435 lastx = x;
436 lasty = y;
437 lastmap = m;
438 x = lastx + freearr_x[dir];
439 y = lasty + freearr_y[dir];
440
441 mflags = get_map_flags (m, &m, x, y, &x, &y);
442 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
443
444 /* Space is blocked - try changing direction a little */
445 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
446 && (m == mon->map && blocked_link (mon, m, x, y))))
447 {
448 /* recalculate direction from last good location. Possible
449 * we were not traversing ideal location before.
450 */
451 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
452 if (rv.direction != dir)
453 {
454 /* OK - says direction should be different - lets reset the
455 * the values so it will try again.
456 */
457 x = lastx;
458 y = lasty;
459 m = lastmap;
460 dir = firstdir = rv.direction;
461 }
462 else
463 {
464 /* direct path is blocked - try taking a side step to
465 * either the left or right.
466 * Note increase the values in the loop below to be
467 * more than -1/1 respectively will mean the monster takes
468 * bigger detour. Have to be careful about these values getting
469 * too big (3 or maybe 4 or higher) as the monster may just try
470 * stepping back and forth
471 */
472 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
473 {
474 if (i == 0)
475 continue; /* already did this, so skip it */
476 /* Use lastdir here - otherwise,
477 * since the direction that the creature should move in
478 * may change, you could get infinite loops.
479 * ie, player is northwest, but monster can only
480 * move west, so it does that. It goes some distance,
481 * gets blocked, finds that it should move north,
482 * can't do that, but now finds it can move east, and
483 * gets back to its original point. lastdir contains
484 * the last direction the creature has successfully
485 * moved.
486 */
487
488 x = lastx + freearr_x[absdir (lastdir + i)];
489 y = lasty + freearr_y[absdir (lastdir + i)];
490 m = lastmap;
491 mflags = get_map_flags (m, &m, x, y, &x, &y);
492 if (mflags & P_OUT_OF_MAP)
493 continue;
494 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
495 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
496 continue;
497 if (mflags & P_BLOCKSVIEW)
498 continue;
499
500 if (m == mon->map && blocked_link (mon, m, x, y))
501 break;
502 }
503 /* go through entire loop without finding a valid
504 * sidestep to take - thus, no valid path.
505 */
506 if (i == (DETOUR_AMOUNT + 1))
507 return 0;
508 diff--;
509 lastdir = dir;
510 max--;
511 if (!firstdir)
512 firstdir = dir + i;
513 } /* else check alternate directions */
514 } /* if blocked */
515 else
516 {
517 /* we moved towards creature, so diff is less */
518 diff--;
519 max--;
520 lastdir = dir;
521 if (!firstdir)
522 firstdir = dir;
523 }
524
525 if (diff <= 1)
526 {
527 /* Recalculate diff (distance) because we may not have actually
528 * headed toward player for entire distance.
529 */
530 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
531 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
532 }
533
534 if (diff > max)
535 return 0;
536 }
537
538 /* If we reached the max, didn't find a direction in time */
539 if (!max)
540 return 0;
541
542 return firstdir;
543}
544
545void
546give_initial_items (object *pl, treasurelist *items)
547{
548 if (pl->randomitems)
549 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
550
551 for (object *next, *op = pl->inv; op; op = next)
552 {
553 next = op->below;
554
555 /* Forces get applied per default, unless they have the
556 * flag "neutral" set. Sorry but I can't think of a better way
557 */
558 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
559 SET_FLAG (op, FLAG_APPLIED);
560
561 /* we never give weapons/armour if these cannot be used
562 * by this player due to race restrictions
563 */
564 if (pl->type == PLAYER)
565 {
566 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
567 &&
568 (op->type == ARMOUR || op->type == BOOTS
569 || op->type == CLOAK || op->type == HELMET
570 || op->type == SHIELD || op->type == GLOVES
571 || op->type == BRACERS || op->type == GIRDLE))
572 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
573 {
574 op->destroy ();
575 continue;
576 }
577 }
578
579 /* Here we remove duplicated skills (as duplicated spell objects have
580 * _very_ confusing effects for players), which could for instance be
581 * generated by bad treasurelists. - elmex
582 */
583 if (op->type == SKILL)
584 {
585 for (object *tmp = op->below; tmp; tmp = tmp->below)
586 if (tmp->type == op->type && tmp->name == op->name)
587 {
588 op->destroy ();
589 LOG (llevError,
590 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
591 break;
592 }
593
594 if (op->nrof > 1)
595 op->nrof = 1;
596 }
597
598 if (op->type == SPELLBOOK && op->inv)
599 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
600
601 /* Give starting characters identified, uncursed, and undamned
602 * items. Just don't identify gold or silver, or it won't be
603 * merged properly.
604 */
605 if (need_identify (op))
606 {
607 SET_FLAG (op, FLAG_IDENTIFIED);
608 CLEAR_FLAG (op, FLAG_CURSED);
609 CLEAR_FLAG (op, FLAG_DAMNED);
610 }
611
612 if (op->type == SPELL)
613 {
614 op->destroy ();
615 continue;
616 }
617 else if (op->type == SKILL)
618 {
619 SET_FLAG (op, FLAG_CAN_USE_SKILL);
620 op->stats.exp = 0;
621 op->level = 1;
622 }
623 else /* lock all 'normal items by default */
624 SET_FLAG (op, FLAG_INV_LOCKED);
625 } /* for loop of objects in player inv */
626
627 /* Need to set up the skill pointers */
628 pl->contr->link_skills ();
629}
630
631void
734void get_party_password(object *op, partylist *party) { 632get_party_password (object *op, partylist *party)
633{
735 if (party == NULL) { 634 if (party == NULL)
635 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 636 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 637 return;
738 } 638 }
639
739 op->contr->write_buf[0]='\0'; 640 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 641 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 642 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 644}
744
745 645
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
747int roll_stat(void) { 647static int
648roll_stat ()
649{
748 int a[4],i,j,k; 650 int a[4], i, j, k;
749 651
750 for(i=0;i<4;i++) 652 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 653 a[i] = (int) rndm (6) + 1;
752 654
753 for(i=0,j=0,k=7;i<4;i++) 655 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 656 if (a[i] < k)
755 k=a[i],j=i; 657 k = a[i], j = i;
756 658
757 for(i=0,k=0;i<4;i++) { 659 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 660 if (i != j)
759 k+=a[i]; 661 k += a[i];
760 } 662
761 return k; 663 return k;
762} 664}
763 665
764void roll_stats(object *op) { 666void
667object::roll_stats ()
668{
669 int statsort [NUM_STATS];
670
671 for (;;)
672 {
765 int sum=0; 673 int sum = 0;
766 int i = 0, j = 0; 674 for (int i = NUM_STATS; i--; )
767 int statsort[7]; 675 sum += statsort [i] = roll_stat ();
768 676
769 do { 677 if (sum >= 82 && sum <= 116)
770 op->stats.Str=roll_stat(); 678 break;
771 op->stats.Dex=roll_stat(); 679 }
772 op->stats.Int=roll_stat();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 680
782 /* Sort the stats so that rerolling is easier... */ 681 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 682 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 683
791 /* a quick and dirty bubblesort? */ 684 for (int i = 0; i < NUM_STATS; ++i)
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 685 stats.stat (i) = statsort [i];
804 op->stats.Dex = statsort[1];
805 op->stats.Con = statsort[2];
806 op->stats.Int = statsort[3];
807 op->stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6];
810 686
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 687 stats.exp = 0;
822 op->stats.ac=0; 688 stats.ac = 0;
823 689
690 stats.hp = stats.maxhp;
691 stats.sp = stats.maxsp;
692 stats.grace = stats.maxgrace;
693
694 if (contr)
695 {
824 op->contr->levhp[1] = 9; 696 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 697 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 698 contr->levgrace[1] = 3;
827 699
828 fix_player(op); 700 contr->orig_stats = stats;
701 }
702}
703
704void
705object::swap_stats (int a, int b)
706{
707 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
708
709 for (int i = 0; i < NUM_STATS; ++i)
710 stats.stat (i) = contr->orig_stats.stat (i);
711
712 //TODO: the following code looks so borked and should, at the very least,
713 // be merged with the similar code in roll_stats
714 stats.ac = 0;
715
716 level = 1;
717 stats.exp = 0;
718 stats.ac = 0;
719
829 op->stats.hp = op->stats.maxhp; 720 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 721 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 722 stats.grace = stats.maxgrace;
723
724 if (contr)
725 {
726 contr->levhp[1] = 9;
727 contr->levsp[1] = 6;
728 contr->levgrace[1] = 3;
729
832 op->contr->orig_stats=op->stats; 730 contr->orig_stats = stats;
731 }
833} 732}
834 733
835void Roll_Again(object *op) 734static void
735start_info (object *op)
836{ 736{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 737 char buf[MAX_BUF];
845 738
846 if ( op->contr->Swap_First == -1 ) { 739 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 740 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 741}
954 742
955/* This function takes the key that is passed, and does the 743/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 744 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 745 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 746 * separate race and class; this actually changes the RACE,
959 * not the class. 747 * not the class.
960 */ 748 */
961 749void
962int key_change_class(object *op, char key) 750player::chargen_race_done ()
963{ 751{
964 int tmp_loop;
965
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') {
972 char buf[MAX_BUF];
973
974 /* this must before then initial items are given */ 752 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 753 esrv_new_player (ob->contr);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 754
755 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
756 if (tl)
757 create_treasure (tl, ob, 0, 0, 0);
758
978 INVOKE_PLAYER (BIRTH, op->contr); 759 INVOKE_PLAYER (BIRTH, ob->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 760 INVOKE_PLAYER (LOGIN, ob->contr);
980 761
981 op->contr->state=ST_PLAYING; 762 ob->contr->ns->state = ST_PLAYING;
982 763
983 if (op->msg) { 764 if (ob->msg)
984 free_string(op->msg); 765 ob->msg = 0;
985 op->msg=NULL;
986 }
987 766
988 /* We create this now because some of the unique maps will need it
989 * to save here.
990 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name);
992 make_path_to_file(buf);
993
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 767 start_info (ob);
998 CLEAR_FLAG(op, FLAG_WIZ); 768 CLEAR_FLAG (ob, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 769 give_initial_items (ob, ob->randomitems);
1000 link_player_skills(op);
1001 esrv_send_inventory(op, op); 770 esrv_send_inventory (ob, ob);
1002 fix_player(op); 771 ob->update_stats ();
1003 772
1004 /* This moves the player to a different start map, if there 773 /* This moves the player to a different start map, if there
1005 * is one for this race 774 * is one for this race
1006 */ 775 */
1007 if(*first_map_ext_path) { 776 if (*first_map_ext_path)
1008 object *tmp; 777 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
1009 mapstruct *oldmap = op->map; 778 else
1010 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s",
1012 first_map_ext_path, op->arch->name);
1013 tmp=get_object();
1014 EXIT_PATH(tmp) = add_string(mapname);
1015 EXIT_X(tmp) = op->x;
1016 EXIT_Y(tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the
1019 * default initial map */
1020 free_object(tmp);
1021 } else {
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 779 LOG (llevDebug, "first_map_ext_path not set\n");
1023 } 780}
1024 return 0;
1025 }
1026 781
782void
783player::chargen_race_next ()
784{
1027 /* Following actually changes the race - this is the default command 785 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 786 * if we don't match with one of the options above.
1029 */ 787 */
1030 788
1031 tmp_loop = 0; 789 do
1032 while(!tmp_loop) { 790 {
1033 const char *name = add_string (op->name); 791 shstr name = ob->name;
1034 int x = op->x, y = op->y; 792 int x = ob->x, y = ob->y;
1035 remove_statbonus(op); 793
1036 remove_ob (op); 794 ob->remove_statbonus ();
795 ob->remove ();
1037 op->arch = get_player_archetype(op->arch); 796 ob->arch = get_player_archetype (ob->arch);
1038 copy_object (&op->arch->clone, op); 797 ob->arch->copy_to (ob);
1039 op->instantiate (); 798 ob->instantiate ();
1040 op->stats = op->contr->orig_stats; 799 ob->stats = ob->contr->orig_stats;
1041 free_string (op->name); 800 ob->name = ob->name_pl = name;
1042 op->name = name; 801 ob->x = x;
1043 free_string(op->name_pl); 802 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 */ 803 SET_ANIMATION (ob, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 804 insert_ob_in_map (ob, ob->map, ob, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 805 assign (ob->contr->title, ob->arch->object::name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 806 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 } 807 }
808 while (!allowed_class (ob));
809
1056 update_object(op,UP_OBJ_FACE); 810 update_object (ob, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 811 esrv_update_item (UPD_FACE, ob, ob);
1058 fix_player(op); 812 ob->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 813 ob->stats.hp = ob->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 814 ob->stats.sp = ob->stats.maxsp;
1061 op->stats.grace=0; 815 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} 816}
1067 817
1068int key_confirm_quit(object *op, char key) 818static 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) { 819flee_player (object *op)
820{
1114 int dir,diff; 821 int dir, diff;
1115 rv_vector rv; 822 rv_vector rv;
1116 823
1117 if(op->stats.hp < 0) { 824 if (op->stats.hp < 0)
825 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 826 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 827 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 828 return;
829 }
830
831 if (!op->enemy)
1121 } 832 {
1122
1123 if(op->enemy==NULL) {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 833 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 834 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 835 return;
1127 } 836 }
1128 837
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)) { 838 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
839 {
1140 op->enemy=NULL; 840 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 841 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 842 return;
1143 } 843 }
844
1144 get_rangevector(op, op->enemy, &rv, 0); 845 get_rangevector (op, op->enemy, &rv, 0);
1145 846
1146 dir=absdir(4+rv.direction); 847 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 848 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 } 849 {
850 int m = 1 - rndm (2) * 2;
851
852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
853 return;
854 }
855
1154 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 858 op->enemy = NULL;
1157} 859}
1158
1159 860
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 861/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 862 * It returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 863 * stop.
1163 */ 864 */
865int
1164int check_pick(object *op) { 866check_pick (object *op)
867{
1165 object *tmp, *next; 868 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 869 int stop = 0;
1168 int j, k, wvratio; 870 int wvratio;
1169 char putstring[128], tmpstr[16];
1170 871
1171
1172 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
1174 return 1; 874 return 1;
1175 875
1176 op_tag = op->count;
1177
1178 next = op->below; 876 next = op->below;
1179 if (next) 877
1180 next_tag = next->count; 878 int cnt = MAX_ITEM_PER_ACTION;
879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1181 880
1182 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 882 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 883 while (next && !next->destroyed ())
1185 { 884 {
1186 tmp = next; 885 tmp = next;
1187 next = tmp->below; 886 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 887
1191 if (was_destroyed (op, op_tag)) 888 if (cnt <= 0)
889 {
890 op->failmsg ("Couldn't pickup all items at once.");
891 return 0;
892 }
893
894 if (op->destroyed ())
1192 return 0; 895 return 0;
1193 896
1194 if ( ! can_pick (op, tmp)) 897 if (!can_pick (op, tmp))
1195 continue; 898 continue;
1196 899
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 900 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 901 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 902 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 903 CHK_PICK_PICKUP;
904
1201 continue; 905 continue;
1202 } 906 }
1203 907
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 */ 908 /* pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 909 if (op->contr->mode & PU_DEBUG)
1241 { 910 {
1242 /* some debugging code to figure out item information */ 911 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 912 const char *str = tmp->name
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 913 ? format ("item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 914 &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", 915 : format ("item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 916 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 917
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 918 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 } 919 }
920
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
925 return 1;
926
1281 /* philosophy: 927 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 928 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 929 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 930 * and selections, select-items should be used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 931 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 932 * example.
1287 * The drawback: right now it has no frontend, so you need to 933 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 934 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 935 * convert to decimal and then 'pickup <#>
1292 /* the first two modes are exclusive: if NOTHING we return, if 938 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 939 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 940 * meaning if any test passes, the item gets picked up. */
1295 941
1296 /* if mode is set to pick nothing up, return */ 942 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1; 943 if (op->contr->mode == PU_NOTHING)
944 return 1;
1299 945
1300 /* if mode is set to stop when encountering objects, return */ 946 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 947 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 948 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0; 949 if (op->contr->mode & PU_STOP)
950 return 0;
1305 951
1306 /* useful for going into stores and not losing your settings... */ 952 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 953 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 954 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 955 if (op->contr->mode & PU_INHIBIT)
956 return 1;
1310 957
1311 /* prevent us from turning into auto-thieves :) */ 958 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 959 if (QUERY_FLAG (tmp, FLAG_UNPAID))
960 continue;
1313 961
1314 /* ignore known cursed objects */ 962 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 963 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
964 continue;
1316 965
1317 /* all food and drink if desired */ 966 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 967 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 968 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 969 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 970 {
971 CHK_PICK_PICKUP;
972 continue;
973 }
974
1322 if(op->contr->mode & PU_DRINK) 975 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 976 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 977 {
978 CHK_PICK_PICKUP;
979 continue;
980 }
1325 981
1326 if(op->contr->mode & PU_POTION) 982 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 983 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
1329 988
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 989 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 990 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 991 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
1334 if(op->contr->mode & PU_SKILLSCROLL) 997 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 998 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1337 if(op->contr->mode & PU_READABLES) 1004 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1005 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1340 1010
1341 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1017 {
1018 CHK_PICK_PICKUP;
1019 continue;
1020 }
1345 1021
1346 /* pick up all magical items */ 1022 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1350 1030
1351 if(op->contr->mode & PU_VALUABLES) 1031 if (op->contr->mode & PU_VALUABLES)
1352 { 1032 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1033 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1355 } 1038 }
1356 1039
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1046 {
1047 CHK_PICK_PICKUP;
1048 continue;
1049 }
1050
1051 /* we don't forget dragon food */
1052 if (op->contr->mode & PU_FLESH)
1053 if (tmp->type == FLESH)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1361 1058
1362 /* bows and arrows. Bows are good for selling! */ 1059 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1060 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1061 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1366 if(op->contr->mode & PU_ARROW) 1067 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1068 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1369 1073
1370 /* all kinds of armor etc. */ 1074 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1075 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1076 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1374 if(op->contr->mode & PU_HELMET) 1082 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1083 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1084 {
1085 CHK_PICK_PICKUP;
1086 continue;
1087 }
1088
1377 if(op->contr->mode & PU_SHIELD) 1089 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1090 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1091 {
1092 CHK_PICK_PICKUP;
1093 continue;
1094 }
1095
1380 if(op->contr->mode & PU_BOOTS) 1096 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1097 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1383 if(op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1386 if(op->contr->mode & PU_CLOAK) 1110 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1111 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1389 1116
1390 /* hoping to catch throwing daggers here */ 1117 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1118 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1119 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1394 1124
1395 /* careful: chairs and tables are weapons! */ 1125 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1126 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1127 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1128 if (tmp->type == WEAPON)
1399 { 1129 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1130 {
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1131 CHK_PICK_PICKUP;
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1132 continue;
1403 } 1133 }
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 } 1134 }
1411 1135
1412 /* misc stuff that's useful */ 1136 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1137 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1138 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1416 1143
1417 /* any of the last 4 bits set means we use the ratio for value 1144 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1145 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1146 if (op->contr->mode & PU_RATIO)
1420 { 1147 {
1421 /* use value density to decide what else to grab */ 1148 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1149 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1150 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1151 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1152 wvratio = op->contr->mode & PU_RATIO;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1153 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1427 { 1154 {
1428 pick_up(op, tmp);
1429#if 0 1155#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1156 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1157 if (tmp->name != NULL)
1158 {
1432 fprintf(stderr,"%s", tmp->name); 1159 fprintf (stderr, "%s", tmp->name);
1433 } 1160 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1161 else
1162 fprintf (stderr, "%s", tmp->arch->archname);
1435 fprintf(stderr,",%d] = ", tmp->type); 1163 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1164 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1437#endif 1165#endif
1438 continue; 1166 CHK_PICK_PICKUP;
1439 } 1167 continue;
1168 }
1169 } /* the new pickup model */
1440 } 1170 }
1441 } /* the new pickup model */ 1171
1442 }
1443 return ! stop; 1172 return !stop;
1173}
1174
1175/* routine for both players and monsters. We call this when
1176 * there is a possibility for our action distrubing our hiding
1177 * place or invisiblity spell. Artefact invisiblity causes
1178 * "noise" instead. If we arent invisible to begin with, we
1179 * return 0.
1180 */
1181static int
1182action_makes_visible (object *op)
1183{
1184 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1185 {
1186 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1187 {
1188 // artefact invisibility is permanent, but we still make noise
1189 // this is important for game-balance.
1190 if (op->contr)
1191 op->make_noise ();
1192
1193 return 0;
1194 }
1195
1196 if (op->contr && op->contr->tmp_invis == 0)
1197 return 0;
1198
1199 /* If monsters, they should become visible */
1200 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1203 return 1;
1204 }
1205 }
1206
1207 return 0;
1444} 1208}
1445 1209
1446/* 1210/*
1447 * Find an arrow in the inventory and after that 1211 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1212 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1213 * found object is returned.
1450 */ 1214 */
1215static object *
1451object *find_arrow(object *op, const char *type) 1216find_arrow (object *op, const char *type)
1452{ 1217{
1453 object *tmp = NULL; 1218 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1219 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1220 return splay (tmp);
1454 1221
1455 for(op=op->inv; op; op=op->below) 1222 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1223 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1457 QUERY_FLAG(op,FLAG_APPLIED)) 1224 if (object *arrow = find_arrow (tmp, type))
1458 tmp = find_arrow (op, type); 1225 {
1459 else if (op->type==ARROW && op->race==type) 1226 splay (tmp);
1227 return arrow;
1228 }
1229
1460 return op; 1230 return 0;
1461 return tmp;
1462} 1231}
1463 1232
1464/* 1233/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1234 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1235 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1236 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1237 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1238 */
1470 1239static object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1240find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1472{ 1241{
1473 object *tmp = NULL, *arrow, *ntmp; 1242 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1243 int attacknum, attacktype, betterby = 0, i;
1475 1244
1476 if (!type) 1245 if (!type)
1477 return NULL; 1246 return NULL;
1478 1247
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1248 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1249 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1250 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1251 {
1252 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1253 ntmp = find_better_arrow (arrow, target, type, &i);
1254
1484 if (i > betterby) { 1255 if (i > betterby)
1485 tmp = ntmp; 1256 {
1486 betterby = i; 1257 tmp = ntmp;
1487 } 1258 betterby = i;
1259 }
1260 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1261 else if (arrow->type == ARROW && arrow->race == type)
1262 {
1489 /* allways prefer assasination/slaying */ 1263 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1264 if (target->race && arrow->slaying.contains (target->race))
1491 strstr(arrow->slaying, target->race)) { 1265 {
1492 if (arrow->attacktype & AT_DEATH) { 1266 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1267 {
1494 return arrow; 1268 *better = 100;
1495 } else { 1269 return arrow;
1496 tmp = arrow; 1270 }
1271 else
1272 {
1273 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1274 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1275 }
1499 } else { 1276 }
1277 else
1278 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1279 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1280 {
1501 attacktype = 1<<attacknum; 1281 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1282 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1283 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1284 {
1285 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1286 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1506 } 1287 }
1507 } 1288 }
1289
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1290 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1291 {
1292 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1293 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1294 }
1295
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1296 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1297 {
1298 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1299 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1300 }
1301 }
1302 }
1516 } 1303 }
1517 } 1304
1518 }
1519 if (tmp == NULL && arrow == NULL) 1305 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1306 return find_arrow (op, type);
1521 1307
1522 *better = betterby; 1308 *better = betterby;
1523 return tmp; 1309 return tmp;
1524} 1310}
1525 1311
1526/* looks in a given direction, finds the first valid target, and calls 1312/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1313 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1314 * op = the shooter
1529 * type = bow->race 1315 * type = bow->race
1530 * dir = fire direction 1316 * dir = fire direction
1531 */ 1317 */
1532 1318static object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1319pick_arrow_target (object *op, shstr_cmp type, int dir)
1534{ 1320{
1535 object *tmp = NULL; 1321 object *tmp = NULL;
1536 mapstruct *m; 1322 maptile *m;
1537 int i, mflags, found, number; 1323 int i, mflags, found, number;
1538 sint16 x, y; 1324 sint16 x, y;
1539 1325
1540 if (op->map == NULL) 1326 if (op->map == NULL)
1541 return find_arrow(op, type); 1327 return find_arrow (op, type);
1542 1328
1543 /* do a dex check */ 1329 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1330 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))) 1331 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1332 return find_arrow (op, type);
1547 1333
1548 m = op->map; 1334 m = op->map;
1549 x = op->x; 1335 x = op->x;
1550 y = op->y; 1336 y = op->y;
1551 1337
1552 /* find the first target */ 1338 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1339 for (i = 0, found = 0; i < 20; i++)
1340 {
1554 x += freearr_x[dir]; 1341 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1342 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1343 mflags = get_map_flags (m, &m, x, y, &x, &y);
1344
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1345 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 tmp = NULL; 1346 {
1559 break; 1347 tmp = 0;
1348 break;
1349 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1350 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1351 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1352 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1353 * perhaps a bad assumption.
1563 */ 1354 */
1564 tmp = NULL; 1355 tmp = 0;
1565 break; 1356 break;
1566 } 1357 }
1358
1567 if (mflags & P_IS_ALIVE) { 1359 if (mflags & P_IS_ALIVE)
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1360 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1361 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1362 break;
1571 break;
1572 }
1573 if (found)
1574 break;
1575 }
1576 } 1363 }
1577 if (tmp == NULL) 1364
1365 if (!tmp)
1578 return find_arrow(op, type); 1366 return find_arrow (op, type);
1579 1367
1580 if (tmp->head) 1368 if (tmp->head)
1581 tmp = tmp->head; 1369 tmp = tmp->head;
1582 1370
1583 return find_better_arrow(op, tmp, type, &i); 1371 return find_better_arrow (op, tmp, type, &i);
1584} 1372}
1585 1373
1586/* 1374/*
1587 * Creature fires a bow - op can be monster or player. Returns 1375 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1376 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1379 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1380 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1381 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1382 * player fire modes.
1595 */ 1383 */
1384int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1385fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1386{
1599 object *left, *bow; 1387 object *left, *bow;
1600 tag_t left_tag, tag; 1388 int mflags;
1601 int bowspeed, mflags; 1389 maptile *m;
1602 mapstruct *m;
1603 1390
1604 if (!dir) { 1391 if (!dir)
1392 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1393 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1394 return 0;
1395 }
1396
1397 if (op->contr)
1398 bow = op->current_weapon;
1399 else
1607 } 1400 {
1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow];
1610 else {
1611 for(bow=op->inv; bow; bow=bow->below) 1401 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1402 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1403 * don't need to switch back and forth between bows and weapons.
1614 */ 1404 */
1615 if(bow->type==BOW) 1405 if (bow->type == BOW)
1616 break; 1406 break;
1617 1407
1618 if (!bow) { 1408 if (!bow)
1409 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1410 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1411 return 0;
1621 } 1412 }
1413
1414 // optimisation: move object to top so we will find it quickly again
1415 splay (bow);
1622 } 1416 }
1417
1623 if( !bow->race || !bow->skill) { 1418 if (!bow->race || !bow->skill)
1419 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1420 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1421 return 0;
1626 } 1422 }
1627 1423
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) { 1424 if (arrow == NULL)
1425 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1426 if ((arrow = find_arrow (op, bow->race)) == NULL)
1427 {
1638 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1429 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 */ 1430 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1431 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1432 CLEAR_FLAG (op, FLAG_READY_BOW);
1433
1644 return 0; 1434 return 0;
1645 } 1435 }
1646 } 1436 }
1437
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1438 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1439 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1440 return 0;
1650 } 1441
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1442 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1443 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1444 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1445 return 0;
1654 } 1446 }
1655 1447
1656 /* this should not happen, but sometimes does */ 1448 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1449 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1450 {
1451 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1452 arrow->destroy ();
1453 return 0;
1454 }
1662 1455
1663 left = arrow; /* these are arrows left to the player */ 1456 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count; 1457 arrow = arrow->split ();
1665 arrow = get_split_ob(arrow, 1); 1458 if (!arrow)
1666 if (arrow == NULL) { 1459 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1461 return 0;
1669 return 0;
1670 } 1462 }
1671 set_owner(arrow, op); 1463
1672 if (arrow->skill) free_string(arrow->skill); 1464 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1465 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1466 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1467
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 */ 1468 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1686 arrow->stats.hp = arrow->stats.dam; 1469 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1470 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1471 arrow->custom_name = arrow->slaying;
1689 arrow->spellarg = strdup_local(arrow->slaying);
1690 1472
1691 /* Note that this was different for monsters - they got their level 1473#if 0
1692 * added to the damage. I think the strength bonus is more proper. 1474 if (player *pl = op->contr)
1693 */
1694 1475 {
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1476 float speed = pl->weapon_sp;
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1477
1478 /* penalize ROF for bestarrow */
1479 if (pl->bowtype == bow_bestarrow)
1480 speed *= .9f;
1481 else
1482 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1483
1484 op->speed_left += speed - op->speed;
1485 }
1486#endif
1487
1488 SET_ANIMATION (arrow, arrow->direction);
1489
1699 /* update the speed */ 1490 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1491 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1701 0 : dam_bonus[op->stats.Str]) + 1492 + bow->stats.dam / 7.f;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1493
1705 if (arrow->speed < 1.0) 1494 arrow->set_speed (max (arrow->speed, 2.f));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1495 arrow->speed_left = 0;
1709 1496
1497 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1498
1710 if (op->type == PLAYER) { 1499 if (op->type == PLAYER)
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1500 {
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; 1501 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1502 wc -= dex_bonus[op->stats.Dex];
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic -
1719 arrow->stats.wc + wc_mod;
1720 1503
1504 if (!arrow->slaying)
1505 arrow->slaying = op->slaying;
1506
1507 arrow->attacktype |= op->attacktype;
1508 }
1509 else
1510 {
1721 arrow->level = op->level; 1511 arrow->level = op->level;
1722 } 1512 arrow->stats.wc -= bow->magic;
1723 if (arrow->attacktype == AT_PHYSICAL) 1513
1514 if (!arrow->slaying)
1515 arrow->slaying = bow->slaying;
1516
1724 arrow->attacktype |= bow->attacktype; 1517 arrow->attacktype |= bow->attacktype;
1725 if (bow->slaying != NULL) 1518 }
1726 arrow->slaying = add_string(bow->slaying);
1727 1519
1728 arrow->map = m; 1520 wc -= arrow->level;
1521 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1522
1523 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1524 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1525 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1526
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1527 op->play_sound (sound_find ("fire_arrow"));
1733 tag = arrow->count; 1528 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1529
1736 if (!was_destroyed(arrow, tag)) 1530 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1531 move_arrow (arrow);
1738 1532
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; 1533 return 1;
1746} 1534}
1747 1535
1748/* Special fire code for players - this takes into 1536/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1537 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1538 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1539 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1540 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1541 * hence the function name.
1754 */ 1542 */
1543static int
1755int player_fire_bow(object *op, int dir) 1544player_fire_bow (object *op, int dir)
1756{ 1545{
1757 int ret=0, wcmod=0; 1546 int ret;
1758 1547
1759 if (op->contr->bowtype == bow_bestarrow) { 1548 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1549 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1550 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1551 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1552 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1553 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1554 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, 1555 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1556 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1557 else if (op->contr->bowtype == bow_threewide)
1558 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1559 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1560 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1561 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1562 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1563 else if (op->contr->bowtype == bow_spreadshot)
1564 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1565 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1566 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1567 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1568 }
1777 } else { 1569 else
1570 {
1778 /* Simple case */ 1571 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1572 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1573 }
1574
1781 return ret; 1575 return ret;
1782} 1576}
1783
1784 1577
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1578/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1579 * Broken apart from 'fire' to keep it more readable.
1787 */ 1580 */
1581static void
1788void fire_misc_object(object *op, int dir) 1582fire_misc_object (object *op, int dir)
1789{ 1583{
1790 object *item; 1584 object *item = op->contr->ranged_ob;
1791 1585
1792 if (!op->contr->ranges[range_misc]) { 1586 if (!item)
1587 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1588 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1589 return;
1795 } 1590 }
1796 1591
1797 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1592 if (!item->inv)
1593 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1595 return;
1801 } 1596 }
1802 if (item->type == WAND) { 1597
1803 if(item->stats.food<=0) { 1598 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; 1599 return;
1807 } 1600
1601 if (item->type == WAND)
1602 {
1603 if (item->stats.food <= 0)
1604 {
1605 op->contr->play_sound (sound_find ("wand_poof"));
1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1607
1608 return;
1609 }
1610 }
1611 else if (item->type == ROD || item->type == HORN)
1612 {
1613 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1614
1615 // using the maximum of the rods charge allows at least one spell cast
1616 // for a rod or horn, this fixes some broken rods.
1617 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1618 {
1619 op->contr->play_sound (sound_find ("wand_poof"));
1620
1621 if (item->type == ROD)
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1623 else
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1625
1626 return;
1627 }
1628 }
1629
1630 if (cast_spell (op, item, dir, item->inv, NULL))
1631 {
1632 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1633
1634 if (item->type == WAND)
1635 {
1636 if (!(--item->stats.food))
1637 {
1638 object *tmp;
1639
1640 if (item->arch)
1641 {
1642 CLEAR_FLAG (item, FLAG_ANIMATE);
1643 item->face = item->arch->face;
1644 item->set_speed (0);
1645 }
1646
1647 if (object *pl = item->visible_to ())
1648 esrv_update_item (UPD_ANIM, pl, item);
1649 }
1650 }
1808 } else if (item->type == ROD || item->type==HORN) { 1651 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); 1652 drain_rod_charge (item);
1838 }
1839 } 1653 }
1840} 1654}
1841 1655
1842/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1843 */ 1657 */
1658bool
1844void fire(object *op,int dir) { 1659fire (object *who, int dir)
1660{
1845 int spellcost=0; 1661 int spellcost = 0;
1846 1662
1663 player *pl = who->contr;
1664
1665 if (pl->golem)
1666 {
1667 control_golem (who->contr->golem, dir);
1668 return false;
1669 }
1670
1671 object *ob = pl->ranged_ob;
1672
1673 if (!ob)
1674 return false;
1675
1676 if (who->speed_left > 0.f)
1677 --who->speed_left;
1678 else
1679 return false;
1680
1681 if (!who->apply (ob))
1682 return false;
1683
1847 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1685 if (action_makes_visible (who))
1686 make_visible (who);
1849 1687
1850 switch(op->contr->shoottype) { 1688 switch (ob->type)
1851 case range_none: 1689 {
1852 return; 1690 case BOW:
1853
1854 case range_bow:
1855 player_fire_bow(op, dir); 1691 player_fire_bow (who, dir);
1856 return; 1692 break;
1857 1693
1858 case range_magic: /* Casting spells */ 1694 case SPELL:
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL)); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1860 return; 1696 break;
1861 1697
1862 case range_misc: 1698 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 ); 1699 apply_map_builder (who, dir);
1700 break;
1701
1702 case SKILL:
1703 do_skill (who, who, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1710 default:
1711 fire_misc_object (who, dir);
1712 break;
1713 }
1714
1715 return true;
1716}
1717
1718static object *
1719find_key_ (object *pl, object *container, object *door)
1720{
1721 object *tmp, *key;
1722
1723 /* Should not happen, but sanity checking is never bad */
1724 if (!container->inv)
1725 return 0;
1726
1727 /* First, lets try to find a key in the top level inventory */
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 {
1730 if (door->type == DOOR && tmp->type == KEY)
1731 break;
1732
1733 /* For sanity, we should really check door type, but other stuff
1734 * (like containers) can be locked with special keys
1735 */
1736 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1737 break;
1738 }
1739
1740 /* No key found - lets search inventories now */
1741 /* If we find and use a key in an inventory, return at that time.
1742 * otherwise, if we search all the inventories and still don't find
1743 * a key, return
1744 */
1745 if (!tmp)
1746 {
1747 for (tmp = container->inv; tmp; tmp = tmp->below)
1748 /* No reason to search empty containers */
1749 if (tmp->type == CONTAINER && tmp->inv)
1750 if ((key = find_key_ (pl, tmp, door)))
1751 return key;
1752
1753 if (!tmp)
1887 return; 1754 return 0;
1888 default: 1755 }
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1756
1890 return; 1757 /* We get down here if we have found a key. Now if its in a container,
1758 * see if we actually want to use it
1759 */
1760 if (pl != container)
1891 } 1761 {
1892} 1762 /* Only let players use keys in containers */
1763 if (!pl->contr)
1764 return 0;
1893 1765
1766 /* cases where this fails:
1767 * If we only search the player inventory, return now since we
1768 * are not in the players inventory.
1769 * If the container is not active, return now since only active
1770 * containers can be used.
1771 * If we only search keyrings and the container does not have
1772 * a race/isn't a keyring.
1773 * No checking for all containers - to fall through past here,
1774 * inv must have been an container and must have been active.
1775 *
1776 * Change the color so that the message doesn't disappear with
1777 * all the others.
1778 */
1779 if (pl->contr->usekeys == key_inventory
1780 || !QUERY_FLAG (container, FLAG_APPLIED)
1781 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1782 {
1783 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1784 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1785 return NULL;
1786 }
1787 }
1894 1788
1789 return tmp;
1790}
1895 1791
1896/* find_key 1792/* find_key
1897 * We try to find a key for the door as passed. If we find a key 1793 * We try to find a key for the door as passed. If we find a key
1898 * and successfully use it, we return the key, otherwise NULL 1794 * and successfully use it, we return the key, otherwise NULL
1899 * This function merges both normal and locked door, since the logic 1795 * This function merges both normal and locked door, since the logic
1901 * pl is the player, 1797 * pl is the player,
1902 * inv is the objects inventory to searched 1798 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1799 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1800 * This function can be called recursively to search containers.
1905 */ 1801 */
1906 1802object *
1907object * find_key(object *pl, object *container, object *door) 1803find_key (object *pl, object *container, object *door)
1908{ 1804{
1909 object *tmp,*key; 1805 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 } 1806 {
1923 /* No key found - lets search inventories now */ 1807 // 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. 1808 // 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 1809 // of searching through containers ourselves.
1926 * a key, return 1810
1927 */ 1811 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 } 1812 }
1934 } 1813 else
1935 if (!tmp) return NULL; 1814 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} 1815}
1969 1816
1970/* moved door processing out of move_player_attack. 1817/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1818 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1819 * such that the caller should not do anything more,
1973 * 0 otherwise 1820 * 0 otherwise
1974 */ 1821 */
1822static int
1975static int player_attack_door(object *op, object *door) 1823player_attack_door (object *op, object *door)
1976{ 1824{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1825 /* If its a door, try to find a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1826 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1827 * otherwise, we fall through to the rest of the code.
1981 */ 1828 */
1982 object *key=find_key(op, op, door); 1829 object *key = find_key (op, op, door);
1983 1830
1984 /* IF we found a key, do some extra work */ 1831 /* If we found a key, do some extra work */
1985 if (key) { 1832 if (key)
1833 {
1986 object *container=key->env; 1834 object *container = key->env;
1987 1835
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1836 if (action_makes_visible (op))
1989 if(action_makes_visible(op)) make_visible(op); 1837 make_visible (op);
1838
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1839 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1840 spring_trap (door->inv, op);
1841
1991 if (door->type == DOOR) { 1842 if (door->type == DOOR)
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1843 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 }
1994 else if(door->type==LOCKED_DOOR) { 1844 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1845 {
1996 "You open the door with the %s", query_short_name(key)); 1846 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1997 remove_door2(door); /* remove door without violence ;-) */ 1847 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1848 }
1849
1999 /* Do this after we print the message */ 1850 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1851 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1852
2002 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1853 return 1; /* Nothing more to do below */
1854 }
2005 } else if (door->type==LOCKED_DOOR) { 1855 else if (door->type == LOCKED_DOOR)
1856 {
2006 /* Might as well return now - no other way to open this */ 1857 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1858 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2008 return 1; 1859 return 1;
2009 } 1860 }
1861
2010 return 0; 1862 return 0;
2011} 1863}
2012 1864
2013/* This function is just part of a breakup from move_player. 1865/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 1866 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 1867 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 1868 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
2018 */ 1870 */
2019 1871bool
2020void move_player_attack(object *op, int dir) 1872move_player_attack (object *op, int dir)
2021{ 1873{
2022 object *tmp, *mon, *tpl; 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2023 sint16 nx, ny; 1875 {
2024 int on_battleground; 1876 --op->speed_left;
2025 mapstruct *m; 1877 return true;
1878 }
2026 1879
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 1880 sint16 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 1881 sint16 ny = freearr_y[dir] + op->y;
2031 1882
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 1883 if (out_of_map (op->map, nx, ny))
1884 return false;
2033 1885
2034 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 1887 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 1888 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 1889 * 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 1890 * 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 1891 * 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 1892 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 1893 * move_ob uses.
2042 */ 1894 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 1895 maptile *m = op->map->xy_find (nx, ny);
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 1896
2055 mon = NULL;
2056 /* Go through all the objects, and find ones of interest. Only stop if 1897 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 1898 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 1899 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 1900 * on the space
2060 */ 1901 */
2061 while (tmp!=NULL) { 1902 object *mon;
2062 if (tmp == op) { 1903 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 tmp=tmp->above; 1904 {
2064 continue; 1905 if ((mon->flag [FLAG_ALIVE]
1906 || mon->type == LOCKED_DOOR
1907 || mon->flag [FLAG_CAN_ROLL])
1908 && mon != op)
1909 break;
2065 } 1910 }
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 1911
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 */ 1912 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 1913 return false; /* into a wall */
2077 1914
2078 if(mon->head != NULL)
2079 mon = mon->head; 1915 mon = mon->head_ ();
2080 1916
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1918 if (op->contr->weapon_sp_left > 0.f)
2082 if (player_attack_door(op, mon)) return; 1919 if (player_attack_door (op, mon))
1920 {
1921 --op->contr->weapon_sp_left;
1922 return true;
1923 }
2083 1924
2084 /* The following deals with possibly attacking peaceful 1925 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 1926 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 1927 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 1928 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 1929 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 1930 * and thus will not push them.
2090 */ 1931 */
2091 1932
2092 /* If the creature is a pet, push it even if the player is not 1933 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 1934 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 1935 * player owns it and it is either friendly or unagressive.
2095 */ 1936 */
2096 if ((op->type==PLAYER) 1937 if (op->type == PLAYER
2097#if COZY_SERVER 1938 && ((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)) 1939 && same_party (mon->owner->contr->party, op->contr->party))
2102 || get_owner(mon) == op 1940 || mon->owner == op)
2103 )
2104#else
2105 && get_owner(mon)==op
2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 1941 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 1942 {
2109 /* If we're braced, we don't want to switch places with it */ 1943 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 1944 if (op->contr->braced)
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1945 return false;
2112 (void) push_ob(mon,dir,op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op);
2114 return;
2115 }
2116 1946
1947 if (op->speed_left > 0.f)
1948 {
1949 --op->speed_left;
1950
1951 op->play_sound (sound_find ("push_player"));
1952 push_ob (mon, dir, op);
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 return true;
1958 }
1959 else
1960 return false;
1961 }
1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
2117 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
2120 * attack them either. 1968 * attack them either.
2121 */ 1969 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 1970 if ((mon->type == PLAYER || mon->enemy != op)
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 1971 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 ( 1972 && ((op->contr->peaceful
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 1973 || (mon->type == PLAYER && mon->contr->peaceful))
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground 1974 && !on_battleground))
1975 {
1976 if (op->speed_left > 0.f)
1977 {
1978 --op->speed_left;
1979
1980 if (!op->contr->braced)
2131 )) { 1981 {
2132 if (!op->contr->braced) { 1982 op->play_sound (sound_find ("push_player"));
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 1983 push_ob (mon, dir, op);
2134 (void) push_ob(mon,dir,op); 1984 }
2135 } else { 1985 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 1986 op->statusmsg ("You withhold your attack");
1987
1988 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1989 make_visible (op);
1990
1991 return true;
1992 }
2137 } 1993 }
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 1994 /* 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. 1995 * roll it if not braced. You can't roll it if you are braced.
2143 */ 1996 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 1997 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1998 {
1999 if (op->speed_left > 0.f)
2000 {
2001 --op->speed_left;
2002
2145 recursive_roll(mon,dir,op); 2003 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2004 if (action_makes_visible (op))
2147 } 2005 make_visible (op);
2148 2006
2007 return true;
2008 }
2009 }
2149 /* Any generic living creature. Including things like doors. 2010 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2011 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2012 * 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 2013 * 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. 2014 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2015 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2016 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2017 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2018 {
2019 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2020 {
2021 --op->contr->weapon_sp_left;
2159 2022
2160 /* If the player hasn't hit something this tick, and does 2023 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 2024
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2025 if (action_makes_visible (op))
2026 make_visible (op);
2027
2028 return true;
2029 }
2169 } 2030 }
2170 2031
2171 skill_attack(mon, op, 0, NULL, NULL); 2032 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} 2033}
2189 2034
2035bool
2190int move_player(object *op,int dir) { 2036move_player (object *op, int dir)
2191 int pick; 2037{
2192 object *transport = op->contr->transport; 2038 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; 2039 return 0;
2040
2041 /* Sanity check: make sure dir is valid */
2042 if (dir < 0 || dir >= 9)
2043 {
2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2045 return 0;
2046 }
2047
2048 /* peterm: added following line */
2049 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2050 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2051
2052 op->facing = dir;
2053
2054 if (op->flag [FLAG_HIDDEN])
2055 do_hidden_move (op);
2056
2057 bool retval;
2058 int pick = 0;
2059
2060 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2061 retval = RESULT_INT (0);
2062 else if (op->contr->fire_on)
2063 retval = fire (op, dir);
2064 else
2065 {
2066 retval = move_player_attack (op, dir);
2067 pick = check_pick (op);
2068 }
2069
2070 /* Add special check for newcs players and fire on - this way, the
2071 * server can handle repeat firing.
2072 */
2073 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2074 op->direction = dir;
2075 else
2076 op->direction = 0;
2077
2078 /* Update how the player looks. Use the facing, so direction may
2079 * get reset to zero. This allows for full animation capabilities
2080 * for players.
2081 */
2082 animate_object (op, op->facing);
2083
2084 return retval;
2256} 2085}
2257 2086
2258/* This is similar to handle_player, below, but is only used by the 2087/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2088 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2089 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2090 * the new speed values for commands.
2262 * 2091 *
2263 * Returns true if there are more actions we can do. 2092 * Returns true if there are more actions we can do. Should not do
2093 * many actions in a row, as that would be too unfair to other
2094 * players.
2264 */ 2095 */
2096bool
2265int handle_newcs_player(object *op) 2097handle_newcs_player (object *op)
2266{ 2098{
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)) { 2099 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 } 2100 {
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104 flee_player (op);
2291 2105
2292 /* I've been seeing crashes where the golem has been destroyed, but 2106 return true;
2293 * the player object still points to the defunct golem. The code that 2107 }
2294 * destroys the golem looks correct, and it doesn't always happen, so 2108 else
2295 * put this in a a workaround to clean up the golem pointer. 2109 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 } 2110 }
2303 2111
2304 /* call this here - we also will call this in do_ericserver, but 2112 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2113 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2114 * called, so we recheck it here.
2307 */ 2115 */
2308 HandleClient(&op->contr->socket, op->contr); 2116 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2117 return true;
2310 2118
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2119 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); 2120 return move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2121
2321 else return 0; 2122 return false;
2322 } 2123}
2124
2125static int
2126save_life (object *op)
2127{
2128 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2129 return 0;
2324}
2325 2130
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) 2131 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2132 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2133 {
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2134 op->play_sound (sound_find ("ob_evaporate"));
2336 "Your %s vibrates violently, then evaporates.", 2135 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 query_name(tmp)); 2136
2338 if (op->contr) 2137 tmp->destroy ();
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2138 CLEAR_FLAG (op, FLAG_LIFESAVE);
2139
2343 if(op->stats.hp<0) 2140 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2142
2345 if(op->stats.food<0) 2143 if (op->stats.food < 0)
2346 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2347 fix_player(op); 2145
2146 op->update_stats ();
2348 return 1; 2147 return 1;
2349 } 2148 }
2149
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2150 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2151 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2152 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2153 return 0;
2354} 2154}
2355 2155
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2156/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2157 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2158 * function will descend into containers. op is the object to start the search
2359 * from. 2159 * from.
2360 */ 2160 */
2161static void
2361void remove_unpaid_objects(object *op, object *env) 2162drop_unpaid_items (object *op, object *env)
2362{ 2163{
2363 object *next;
2364
2365 while (op) { 2164 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2165 {
2367 * we remove object 'op' 2166 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2167
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2168 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2169 op->insert_at (env);
2371 op->x = env->x; 2170 else if (op->inv)
2372 op->y = env->y; 2171 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 2172
2382 2173 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 } 2174 }
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} 2175}
2419 2176
2177void
2178object::drop_unpaid_items ()
2179{
2180 if (!flag [FLAG_REMOVED])
2181 ::drop_unpaid_items (inv, this);
2182}
2420 2183
2421 2184void
2422void do_some_living(object *op) { 2185do_some_living (object *op)
2186{
2423 int last_food=op->stats.food; 2187 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2189 int over_hp, over_sp, over_grace;
2426 int i; 2190 int i;
2427 int rate_hp = 1200; 2191 int rate_hp = 1200;
2428 int rate_sp = 2500; 2192 int rate_sp = 2500;
2429 int rate_grace = 2000; 2193 int rate_grace = 2000;
2430 const int max_hp = 1; 2194 const int max_hp = 1;
2431 const int max_sp = 1; 2195 const int max_sp = 1;
2432 const int max_grace = 1; 2196 const int max_grace = 1;
2433 2197
2434 if (op->contr->outputs_sync) { 2198 if (op->contr->hidden)
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2199 {
2436 if (op->contr->outputs[i].buf!=NULL && 2200 op->invisible = 1000;
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2201 /* the socket code flashes the player visible/invisible
2438 flush_output_element(op, &op->contr->outputs[i]); 2202 * depending on the value of invisible, so we need to
2203 * alternate it here for it to work correctly.
2204 */
2205 if (pticks & 2)
2206 op->invisible--;
2439 } 2207 }
2208 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2440 2216
2441 if(op->contr->state==ST_PLAYING) { 2217 if (op->contr->ns->state == ST_PLAYING)
2442 2218 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2219 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2220 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) 2221 if (op->contr->gen_hp >= 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2559 else 2223 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2224 {
2225 gen_hp = op->stats.maxhp;
2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2227 }
2228
2229 if (op->contr->gen_sp >= 0)
2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2231 else
2232 {
2233 gen_sp = op->stats.maxsp;
2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2235 }
2236
2237 if (op->contr->gen_grace >= 0)
2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2239 else
2240 {
2241 gen_grace = op->stats.maxgrace;
2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2243 }
2244
2245 /* Regenerate Grace */
2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2247 if (--op->last_grace < 0)
2248 {
2249 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2252 if (max_grace > 1)
2253 {
2254 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2255 if (over_grace > 0)
2256 {
2257 op->stats.sp += over_grace
2258 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2259 op->last_grace = 0;
2260 }
2261 else
2262 {
2263 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2264 }
2265 }
2266 else
2267 {
2268 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2269 }
2270 /* wearing stuff doesn't detract from grace generation. */
2271 }
2272
2273 if (op->stats.food > 0)
2274 {
2275 /* Regenerate Spell Points */
2276 if (!op->contr->golem && --op->last_sp < 0)
2277 {
2278 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2279
2280 if (op->stats.sp < op->stats.maxsp)
2281 {
2282 op->stats.sp++;
2283
2284 /* dms do not consume food */
2285 if (!QUERY_FLAG (op, FLAG_WIZ))
2286 {
2287 op->stats.food--;
2288
2289 if (op->contr->digestion < 0)
2290 op->stats.food += op->contr->digestion;
2291 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2292 op->stats.food = last_food;
2293 }
2294 }
2295
2296 if (max_sp > 1)
2297 {
2298 over_sp = (gen_sp + 10) / rate_sp;
2299 if (over_sp > 0)
2300 {
2301 if (op->stats.sp < op->stats.maxsp)
2302 {
2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2304
2305 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2306 op->stats.sp--;
2307
2308 if (op->stats.sp > op->stats.maxsp)
2309 op->stats.sp = op->stats.maxsp;
2310 }
2311
2312 op->last_sp = 0;
2313 }
2314 else
2315 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2316 }
2317 else
2318 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2319 }
2320
2321 /* Regenerate Hit Points */
2322 if (--op->last_heal < 0)
2323 {
2324 if (op->stats.hp < op->stats.maxhp)
2325 {
2326 op->stats.hp++;
2327
2328 /* dms do not consume food */
2329 if (!QUERY_FLAG (op, FLAG_WIZ))
2330 {
2331 op->stats.food--;
2332
2333 if (op->contr->digestion < 0)
2334 op->stats.food += op->contr->digestion;
2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2336 op->stats.food = last_food;
2337 }
2338 }
2339
2340 if (max_hp > 1)
2341 {
2342 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2343
2344 if (over_hp > 0)
2345 {
2346 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2347 op->last_heal = 0;
2348 }
2349 else
2350 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2351 }
2352 else
2353 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2354 }
2355 }
2356
2357 /* Digestion */
2358 if (--op->last_eat < 0)
2359 {
2360 int bonus = max (0, op->contr->digestion),
2361 penalty = max (0, -op->contr->digestion);
2362
2363 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2364
2561 /* dms do not consume food */ 2365 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2366 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2367 op->stats.food--;
2564 } 2368 }
2565 2369
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2370 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2371 {
2372 object *flesh = 0;
2568 2373
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2374 for_inv_removable (op, tmp)
2375 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2376 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2377 continue;
2378
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2379 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."); 2380 {
2573 manual_apply(op,tmp,0); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2383 op->apply (tmp);
2384
2574 if(op->stats.food>=0||op->stats.hp<0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2386 break;
2576 } 2387 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2388 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2389 flesh = tmp;
2579 } /* end of for loop */ 2390 }
2391
2580 /* If player is still starving, it means they don't have any food, so 2392 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2393 * eat flesh instead.
2582 */ 2394 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2395 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."); 2396 {
2585 manual_apply(op,flesh,0); 2397 op->statusmsg ("You blindly grab for a bite of food. "
2586 } 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2587 } /* end if player is starving */ 2399 op->apply (flesh);
2400 }
2588 2401
2589 while(op->stats.food<0&&op->stats.hp>0) 2402 // If player is still starving, alert him!
2590 op->stats.food++,op->stats.hp--; 2403 if (op->stats.food < 0)
2591 2404 op->failmsg ("You are starving! "
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2405 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2593 kill_player(op);
2594}
2595
2596 2406 }
2407
2408 if (op->stats.food < 0)
2409 {
2410 op->stats.hp += op->stats.food;
2411 op->stats.food = 0;
2412
2413 if (op->stats.hp < 0)
2414 {
2415 op->contr->killer = archetype::get ("killer_starvation");
2416 op->contr->killer->destroy ();
2417 }
2418 }
2419
2420 /* killer should be set here already */
2421 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2422 kill_player (op);
2423 }
2424}
2597 2425
2598/* If the player should die (lack of hp, food, etc), we call this. 2426/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2427 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2428 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2429 * file.
2602 */ 2430 */
2431void
2603void kill_player(object *op) 2432kill_player (object *op)
2604{ 2433{
2605 char buf[MAX_BUF];
2606 int x,y,i; 2434 int x, y;
2607 mapstruct *map; /* this is for resurrection */ 2435 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; 2436 int will_kill_again;
2614 archetype *at; 2437 archetype *at;
2615 object *tmp; 2438 object *tmp;
2616 2439
2617 if(save_life(op)) 2440 if (save_life (op))
2618 return; 2441 return;
2619 2442
2443 dynbuf_text deathtab;
2620 2444
2445 /* restore player */
2446 at = archetype::find (shstr_poisoning);
2447 if (object *tmp = present_arch_in_ob (at, op))
2448 {
2449 tmp->destroy ();
2450 deathtab << "Your body feels cleansed...\r";
2451 }
2452
2453 at = archetype::find (shstr_confusion);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your mind feels clearer...\r";
2458 }
2459
2460 cure_disease (op, 0, 0); /* remove any disease */
2461
2462 max_it (op->stats.hp , op->stats.maxhp);
2463 max_it (op->stats.sp , op->stats.maxsp);
2464 max_it (op->stats.grace, op->stats.maxgrace);
2465 max_it (op->stats.food , 200);
2466
2467 // remove all spell effects that are active
2468 // to avoid long-term effects such as word-of-recall
2469 for (object *item = op->inv; item; )
2470 {
2471 object *next = item->below;
2472
2473 if (item->type == SPELL_EFFECT && item->active)
2474 item->destroy ();
2475
2476 item = next;
2477 }
2478
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2479 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2480 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2481 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2482 */
2625 if (op_on_battleground(op, &x, &y)) { 2483 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2484 {
2627 "You have been defeated in combat!"); 2485 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 2486
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 */ 2487 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2654 if (tmp != NULL) 2489
2655 { 2490 tmp->name = format ("%s's finger" , &op->name);
2656 sprintf(buf,"%s's finger",op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2657 tmp->name = add_string(buf); 2492 tmp->msg = format (
2658 sprintf(buf," This finger has been cut off %s\n" 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2494 &op->name, op->contr->title,
2660 op->name, op->contr->title, (int)(op->level), 2495 (int)op->level,
2661 op->contr->killer); 2496 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 2497 );
2498 tmp->value = 0, tmp->type = 0;
2499 tmp->material = name_to_material (shstr_organic);
2500 tmp->insert_at (op, tmp);
2501
2669 /* teleport defeated player to new destination*/ 2502 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2504 op->contr->braced = 0;
2672 return;
2673 }
2674 2505
2506 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2507 return;
2508 }
2509
2510 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2511 deathtab << "T<YOU HAVE DIED>\n\n";
2512
2675 INVOKE_PLAYER (DEATH, op->contr); 2513 INVOKE_PLAYER (DEATH, op->contr);
2676 2514
2677 command_kill_pets (op, 0); 2515 command_kill_pets (op, 0);
2678 2516
2679 if(op->stats.food<0) { 2517 op->contr->play_sound (sound_find ("player_dies"));
2680 if (op->contr->explore) {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name);
2687 strcpy(op->contr->killer,"starvation");
2688 }
2689 else {
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name);
2697 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0);
2699 2518
2700 /* save the map location for corpse, gravestone*/ 2519 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2520 x = op->x;
2521 y = op->y;
2522 map = op->map;
2702 2523
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2524 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2525 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2526 * See the config.h file for a little more in depth detail about this.
2708 */ 2527 */
2709 2528
2710 /* Basically two ways to go - remove a stat permanently, or just 2529 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2530 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2531 * of death.
2713 */ 2532 */
2714#ifndef COZY_SERVER 2533#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2534 if (settings.balanced_stat_loss)
2535 {
2716 /* If stat loss is permanent, lose one stat only. */ 2536 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2537 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2538 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2539 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2540 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2541 little bit harder. */
2722 /* GD */ 2542 /* GD */
2723 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2544 num_stats_lose = 1;
2725 else 2545 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2546 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2547 }
2548 else
2728 num_stats_lose = 1; 2549 num_stats_lose = 1;
2729 } 2550
2730 lost_a_stat = 0; 2551 lost_a_stat = 0;
2731 2552
2732 for (z=0; z<num_stats_lose; z++) { 2553 for (z = 0; z < num_stats_lose; z++)
2733 i = RANDOM() % NUM_STATS; 2554 {
2555 i = rndm (NUM_STATS);
2734 2556
2735 if (settings.stat_loss_on_death) { 2557 if (settings.stat_loss_on_death)
2558 {
2736 /* Pick a random stat and take a point off it. Tell the player 2559 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2560 * what he lost.
2738 */ 2561 */
2739 change_attr_value(&(op->stats), i,-1); 2562 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2563 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2564 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2565 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2566 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2567 lost_a_stat = 1;
2745 } else { 2568 }
2569 else
2570 {
2746 /* deplete a stat */ 2571 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2572 archetype *deparch = archetype::find (shstr_depletion);
2748 object *dep; 2573 object *dep;
2574
2575 dep = present_arch_in_ob (deparch, op);
2576 if (!dep)
2749 2577 {
2750 dep = present_arch_in_ob(deparch,op); 2578 dep = deparch->instance ();
2751 if(!dep) {
2752 dep = arch_to_object(deparch);
2753 insert_ob_in_ob(dep, op); 2579 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2580 }
2783 if (lose_this_stat) { 2581 lose_this_stat = 1;
2582 if (settings.balanced_stat_loss)
2583 {
2584 /* GD */
2585 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2586 this_stat = get_attr_value (&(dep->stats), i);
2587 if (this_stat < 0)
2588 {
2589 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2590 int keep_chance = this_stat * this_stat;
2591
2592 /* Yes, I am paranoid. Sue me. */
2593 if (keep_chance < 1)
2594 keep_chance = 1;
2595
2596 /* There is a maximum depletion total per level. */
2597 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2598 {
2599 lose_this_stat = 0;
2600 /* Take loss chance vs keep chance to see if we
2601 retain the stat. */
2602 }
2603 else
2604 {
2605 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2606 lose_this_stat = 0;
2607 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2608 this_stat, keep_chance, loss_chance,
2609 lose_this_stat?"LOSE":"KEEP"); */
2610 }
2611 }
2612 }
2613
2614 if (lose_this_stat)
2615 {
2616 this_stat = get_attr_value (&dep->stats, i);
2785 /* We could try to do something clever like find another 2617 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2618 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2619 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2620 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2621 * difference.
2790 */ 2622 */
2791 if (this_stat>=-50) { 2623 if (this_stat >= -50)
2624 {
2792 change_attr_value(&(dep->stats), i, -1); 2625 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2626 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2627 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2628 op->update_stats ();
2796 lost_a_stat = 1; 2629 lost_a_stat = 1;
2797 } 2630 }
2798 } 2631 }
2632 }
2799 } 2633 }
2800 } 2634
2801 /* If no stat lost, tell the player. */ 2635 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2636 if (!lost_a_stat)
2803 { 2637 {
2804 /* determine_god() seems to not work sometimes... why is this? 2638 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2639 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2640 shstr_tmp god = determine_god (op);
2807 if (god && (strcmp(god, "none"))) 2641
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2642 if (god != shstr_none)
2809 "moment you feel the holy presence of %s protecting" 2643 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2810 " you.", god); 2644 else
2811 else 2645 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2646 }
2647#else
2648 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2815#endif 2649#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2650
2819 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2652 * exp loss on the stone.
2821 */ 2653 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2823 sprintf(buf,"%s's gravestone",op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2825 sprintf(buf,"%s's gravestones",op->name); 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2826 FREE_AND_COPY(tmp->name_pl, buf); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n"
2828 "who was killed\n"
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2660 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2661
2836 /**************************************/ 2662 /**************************************/
2837 /* */ 2663 /* */
2838 /* Subtract the experience points, */ 2664 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */ 2665 /* */
2842 /**************************************/ 2666 /**************************************/
2843 2667
2844 /* remove any poisoning and confusion the character may be suffering.*/
2845 /* restore player */
2846 at = find_archetype("poisoning");
2847 tmp=present_arch_in_ob(at,op);
2848 if (tmp) {
2849 remove_ob(tmp);
2850 free_object(tmp);
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed");
2852 }
2853
2854 at = find_archetype("confusion");
2855 tmp=present_arch_in_ob(at,op);
2856 if (tmp) {
2857 remove_ob(tmp);
2858 free_object(tmp);
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
2860 }
2861 cure_disease(op,0); /* remove any disease */
2862
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2668 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2669 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace);
2869 2670
2870 /* 2671 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2672 * Check to see if the player has any unpaid items. If so, remove them
2872 * the player has any unpaid items. If so, remove them and put them back 2673 * and put them back in the map.
2873 * in the map. 2674 */
2874 */ 2675 op->drop_unpaid_items ();
2875 2676
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op);
2879 break;
2880 }
2881 }
2882
2883
2884 /****************************************/ 2677 /****************************************/
2885 /* */ 2678 /* */
2886 /* Move player to his current respawn- */ 2679 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2680 /* position (usually last savebed) */
2888 /* */ 2681 /* */
2889 /****************************************/ 2682 /****************************************/
2890 2683
2891 enter_player_savebed(op); 2684 enter_player_savebed (op);
2892 2685
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2686 op->contr->braced = 0;
2897 save_player(op,1);
2898 2687
2899 /* it is possible that the player has blown something up 2688 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2689 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2690 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2691 * on the space that might harm the player.
2903 */ 2692 */
2904 will_kill_again=0; 2693 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2694 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2695 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2696 will_kill_again |= tmp->attacktype;
2908 } 2697
2909 if (will_kill_again) { 2698 if (will_kill_again)
2699 {
2910 object *force; 2700 object *force;
2911 int at; 2701 int at;
2912 2702
2913 force=get_archetype(FORCE_NAME); 2703 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2704 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2705 force->speed = 0.1f;
2916 force->speed_left=-5.0; 2706 force->speed_left = -5.f;
2917 SET_FLAG(force, FLAG_APPLIED); 2707 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2708 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2709 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2710 force->resist[at] = 100;
2921 } 2711
2922 insert_ob_in_ob(force, op); 2712 insert_ob_in_ob (force, op);
2923 fix_player(op); 2713 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 } 2714 }
2982 }
2983 play_again(op);
2984 2715
2985 /* peterm: added to create a corpse at deathsite. */ 2716 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2717}
2999 2718
3000 2719static void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2720loot_object (object *op)
2721{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2722 object *tmp, *tmp2, *next;
3003 2723
3004 if (op->container) { /* close open sack first */ 2724 op->close_container (); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2725
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2726 for (tmp = op->inv; tmp; tmp = next)
2727 {
3009 next=tmp->below; 2728 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2729
3011 remove_ob(tmp); 2730 if (tmp->invisible)
2731 continue;
2732
2733 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2734 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2735
3014 loot_object(tmp); 2736 if (tmp->type == CONTAINER)
3015 } 2737 loot_object (tmp); /* empty container to ground */
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2738
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2739 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2740 {
3018 if(tmp->nrof>1) { 2741 if (tmp->nrof > 1)
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2742 {
3020 free_object(tmp2); 2743 tmp->decrease (rndm (1, tmp->nrof - 1));
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2744 insert_ob_in_map (tmp, op->map, NULL, 0);
2745 }
2746 else
2747 tmp->destroy ();
2748 }
3022 } else 2749 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 2750 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 2751 }
3027} 2752}
3028 2753
3029/* 2754/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 2757 * was changed.
3033 */ 2758 */
2759void
2760fix_weight ()
2761{
2762 for_all_players (pl)
2763 {
2764 sint32 old = pl->ob->carrying;
3034 2765
3035void fix_weight(void) { 2766 pl->ob->update_weight ();
3036 player *pl; 2767
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 2768 if (old != pl->ob->carrying)
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 2769 {
3039 if(old == sum) 2770 pl->ob->update_stats ();
3040 continue; 2771 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
3041 fix_player(pl->ob); 2772 }
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n",
3043 pl->ob->name, old, sum);
3044 } 2773 }
3045} 2774}
3046 2775
3047void fix_luck(void) { 2776void
3048 player *pl; 2777fix_luck ()
3049 for (pl = first_player; pl != NULL; pl = pl->next) 2778{
2779 for_all_players (pl)
3050 if (!pl->ob->contr->state) 2780 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 2781 pl->ob->change_luck (0);
3052} 2782}
3053
3054 2783
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 2784/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 2785 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 2786 * just treat this as any other spell casting object.
3058 */ 2787 */
3059
3060void 2788void
3061cast_dust (object * op, object * throw_ob, int dir) 2789cast_dust (object *op, object *throw_ob, int dir)
3062{ 2790{
3063 object *skop, *spob; 2791 object *skop, *spob;
3064 2792
3065 skop = find_skill_by_name (op, throw_ob->skill); 2793 skop = find_skill_by_name (op, throw_ob->skill);
3066 2794
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 2795 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 2796 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 2797 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 2798 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 2799 return;
3073 } 2800 }
3074 2801
3075 spob = throw_ob->inv; 2802 spob = throw_ob->inv;
3076 2803
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 2804 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 2805 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 2806 // errors should be reported as early as possible IMHO)
3080 if (!spob) 2807 if (!spob)
3081 { 2808 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 2809 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 2810 return;
3085 } 2811 }
3086 2812
3087 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 2814 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 2815
3090 cast_spell (op, throw_ob, dir, spob, NULL); 2816 cast_spell (op, throw_ob, dir, spob, NULL);
3091 2817
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 2818 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 2819}
3096 2820
2821void
3097void make_visible (object *op) { 2822make_visible (object *op)
3098 op->hide = 0; 2823{
2824 op->flag [FLAG_HIDDEN] = 0;
3099 op->invisible = 0; 2825 op->invisible = 0;
3100 if(op->type==PLAYER) {
3101 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
3103 }
3104 update_object(op,UP_OBJ_FACE);
3105}
3106 2826
3107int is_true_undead(object *op) {
3108 object *tmp=NULL;
3109
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1;
3111
3112 if(op->type==PLAYER) 2827 if (op->type == PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below) 2828 {
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis) 2829 op->contr->tmp_invis = 0;
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1; 2830 op->contr->invis_race = 0;
2831 }
2832
2833 update_object (op, UP_OBJ_CHANGE);
2834}
2835
2836int
2837is_true_undead (object *op)
2838{
2839 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2840 return 1;
2841
3116 return 0; 2842 return 0;
3117} 2843}
3118 2844
3119/* look at the surrounding terrain to determine 2845/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 2846 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 2847 * indicate greater hideability.
3122 */ 2848 */
3123 2849int
3124int hideability(object *ob) { 2850hideability (object *ob)
2851{
3125 int i,level=0, mflag; 2852 int i, level = 0, mflag;
3126 sint16 x,y; 2853 sint16 x, y;
3127 2854
3128 if(!ob||!ob->map) return 0; 2855 if (!ob || !ob->map)
2856 return 0;
3129 2857
3130 /* so, on normal lighted maps, its hard to hide */ 2858 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 2859 level = ob->map->darklevel () - 2;
3132 2860
3133 /* this also picks up whether the object is glowing. 2861 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 2862 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 2863 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 2864 if (ob->has_carried_lights ())
2865 level = -(10 + (2 * ob->map->darklevel ()));
3137 2866
3138 /* scan through all nearby squares for terrain to hide in */ 2867 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 2868 for (i = 0, x = ob->x, y = ob->y;
2869 i <= SIZEOFFREE1;
2870 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2871 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 2872 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 2873 if (mflag & P_OUT_OF_MAP)
2874 continue;
2875
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 2876 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 2877 level += 2;
3144 else /* open terrain! */ 2878 else /* open terrain! */
3145 level -= 1; 2879 level -= 1;
3146 } 2880 }
3147 2881
3148#if 0 2882#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 2883 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 2884#endif
3151 return level; 2885 return level;
3152} 2886}
3153 2887
3154/* For Hidden creatures - a chance of becoming 'unhidden' 2888/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 2889 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 2890 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 2891 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 2892 */
3159 2893void
3160void do_hidden_move (object *op) { 2894do_hidden_move (object *op)
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 2895{
3162 object *skop; 2896 int hide = 0;
3163 2897
3164 if(!op || !op->map) return; 2898 if (!op || !op->map)
2899 return;
3165 2900
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 2901 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2902 int num = random_roll (0, 19, op, PREFER_LOW);
3167 2903
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 2904 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 2905 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 2906 if (!skop || num >= skop->level)
2907 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 2908 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 2909 make_visible (op);
3173 return; 2910 return;
3174 } else num += 20;
3175 } 2911 }
2912 else
2913 num += 20;
2914
3176 num += op->map->difficulty; 2915 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 2916 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 2917 num -= hide;
2918
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 2919 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2920 {
3180 make_visible(op); 2921 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 2922
3182 "You moved out of hiding! You are visible!"); 2923 if (op->type == PLAYER)
2924 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 2925 }
3184 else if (op->type == PLAYER && skop) { 2926 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 2927 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 2928}
3188 2929
3189/* determine if who is standing near a hostile creature. */ 2930/* determine if who is standing near a hostile creature. */
3190 2931
2932int
3191int stand_near_hostile( object *who ) { 2933stand_near_hostile (object *who)
2934{
3192 object *tmp=NULL; 2935 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 2936 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 2937 maptile *m;
3195 sint16 x,y; 2938 sint16 x, y;
3196 2939
3197 if(!who) return 0; 2940 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 2941 return 0;
2942
2943 if (who->type == PLAYER)
2944 player = 1;
2945
2946 else
2947 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
2948
2949 /* search adjacent squares */
2950 for (i = 1; i < 9; i++)
2951 {
2952 x = who->x + freearr_x[i];
2953 y = who->y + freearr_y[i];
2954 m = who->map;
2955 mflags = get_map_flags (m, &m, x, y, &x, &y);
2956 /* space must be blocked if there is a monster. If not
2957 * blocked, don't need to check this space.
2958 */
2959 if (mflags & P_OUT_OF_MAP)
2960 continue;
2961 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2962 continue;
2963
2964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2965 {
2966 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
2967 return 1;
2968 else if (tmp->type == PLAYER)
2969 {
2970 /*don't let a hidden DM prevent you from hiding */
2971 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
2972 return 1;
2973 }
2974 }
2975 }
2976 return 0;
3227} 2977}
3228 2978
3229/* check the player los field for viewability of the 2979/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 2980 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 2981 * but we dont worry if the object isnt the top one in
3232 * a pile (say a coin under a table would return "viewable" 2982 * a pile (say a coin under a table would return "viewable"
3233 * by this routine). Another question, should we be 2983 * by this routine). Another question, should we be
3234 * concerned with the direction the player is looking 2984 * concerned with the direction the player is looking
3235 * in? Realistically, most of use cant see stuff behind 2985 * in? Realistically, most of us can't see stuff behind
3236 * our backs...on the other hand, does the "facing" direction 2986 * our backs...on the other hand, does the "facing" direction
3237 * imply the way your head, or body is facing? Its possible 2987 * imply the way your head, or body is facing? It's possible
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 2988 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 2989 * -b.t.
3240 * This function is now map tiling safe. 2990 * This function is now map tiling safe.
3241 */ 2991 */
3242 2992int
3243int player_can_view (object *pl,object *op) { 2993player_can_view (object *pl, object *op)
2994{
3244 rv_vector rv; 2995 rv_vector rv;
3245 int dx,dy; 2996 int dx, dy;
3246 2997
3247 if(pl->type!=PLAYER) { 2998 if (pl->type != PLAYER)
2999 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3000 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3001 return -1;
3274 op = op->more;
3275 } 3002 }
3003
3004 if (!pl || !op)
3276 return 0; 3005 return 0;
3277}
3278 3006
3279/* routine for both players and monsters. We call this when 3007 op = op->head_ ();
3280 * there is a possibility for our action distrubing our hiding 3008
3281 * place or invisiblity spell. Artefact invisiblity is not 3009 get_rangevector (pl, op, &rv, 0x1);
3282 * effected by this. If we arent invisible to begin with, we 3010
3283 * return 0. 3011 /* starting with the 'head' part, lets loop
3012 * through the object and find if it has any
3013 * part that is in the los array but isn't on
3014 * a blocked los square.
3015 * we use the archetype to figure out offsets.
3284 */ 3016 */
3285int action_makes_visible (object *op) { 3017 while (op)
3018 {
3019 dx = rv.distance_x + op->arch->x;
3020 dy = rv.distance_y + op->arch->y;
3286 3021
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3022 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0) return 0;
3292
3293 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible");
3296 return 1; 3023 return 1;
3297 } 3024
3025 op = op->more;
3298 } 3026 }
3027
3299 return 0; 3028 return 0;
3300} 3029}
3301 3030
3302/* op_on_battleground - checks if the given object op (usually 3031/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3032 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3033 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3034 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3035 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3036 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3037 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3038 */
3039int
3310int op_on_battleground (object *op, int *x, int *y) { 3040op_on_battleground (object *op, int *x, int *y)
3311 object *tmp; 3041{
3312
3313 /* A battleground-tile needs the following attributes to be valid: 3042 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3043 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3044 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3045 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3046 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3047 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3048 for (object *tmp = op->below; tmp; tmp = tmp->below)
3049 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3050 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3051 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3052 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3322 strcmp(tmp->name, "battleground")==0 && 3053 && tmp->type == BATTLEGROUND
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3054 && tmp->name == shstr_battleground
3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3056 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3057 /* before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 object *invtmp; 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3061 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3062 if (x && y)
3330 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3064
3065 return 1;
3066 }
3067
3068 if (x && y)
3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3070
3332 return 1; 3071 return 1;
3333 } 3072 }
3334 } 3073 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3074 }
3340 } 3075
3341 }
3342 /* If we got here, did not find a battleground */ 3076 /* If we got here, did not find a battleground */
3343 return 0; 3077 return 0;
3344} 3078}
3345 3079
3346/* 3080/*
3350 * attributes: 3084 * attributes:
3351 * object *who the dragon player 3085 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3086 * int atnr the attack-number of the ability focus
3353 * int level ability level 3087 * int level ability level
3354 */ 3088 */
3089void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3090dragon_ability_gain (object *who, int atnr, int level)
3091{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3092 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3093 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3094 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3095 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3096 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3097 int i = 0, j = 0;
3362 3098
3363 /* get the appropriate treasurelist */ 3099 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3100 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3101 trlist = treasurelist::find (shstr_dragon_ability_fire);
3366 else if (atnr == ATNR_COLD) 3102 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3103 trlist = treasurelist::find (shstr_dragon_ability_cold);
3368 else if (atnr == ATNR_ELECTRICITY) 3104 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3105 trlist = treasurelist::find (shstr_dragon_ability_elec);
3370 else if (atnr == ATNR_POISON) 3106 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3107 trlist = treasurelist::find (shstr_dragon_ability_poison);
3372 3108
3373 if (trlist == NULL || who->type != PLAYER) 3109 if (trlist == NULL || who->type != PLAYER)
3374 return; 3110 return;
3375 3111
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3112 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3113
3378 3114 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3115 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3116 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3117 return;
3382 } 3118 }
3383 3119
3384 /* everything seems okay - now bring on the gift: */ 3120 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3121 item = tr->item;
3386 3122
3387 if (item->type == SPELL) { 3123 if (item->type == SPELL)
3124 {
3388 if (check_spell_known (who, item->name)) 3125 if (check_spell_known (who, item->name))
3389 return; 3126 return;
3390 3127
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3128 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3129 do_learn_spell (who, item, 0);
3393 return; 3130 return;
3394 } 3131 }
3395 3132
3396 /* grant direct spell */ 3133 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3134 if (item->type == SPELLBOOK)
3135 {
3398 if (!item->inv) { 3136 if (!item->inv)
3137 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3138 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3139 return;
3402 } 3140 }
3403 if (check_spell_known (who, item->inv->name)) 3141 if (check_spell_known (who, item->inv->name))
3404 return; 3142 return;
3405 if (item->invisible) { 3143 if (item->invisible)
3144 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3145 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3146 do_learn_spell (who, item->inv, 0);
3408 return; 3147 return;
3409 } 3148 }
3410 } 3149 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3150 else if (item->type == SKILL_TOOL && item->invisible)
3151 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3152 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3153 {
3413 3154
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3155 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3156 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3157 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3158 * but not all of them, he gets nothing.
3418 */ 3159 */
3419 if (!(skop->attacktype & item->attacktype)) { 3160 if (!(skop->attacktype & item->attacktype))
3161 {
3420 /* Give new attacktype */ 3162 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3163 skop->attacktype |= item->attacktype;
3422 3164
3423 /* always add physical if there's none */ 3165 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3166 skop->attacktype |= AT_PHYSICAL;
3425
3426 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg);
3428 3167
3429 /* Give player new face */ 3168 if (item->msg != NULL)
3430 if (item->animation_id) {
3431 who->face = skop->face;
3432 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0;
3435 who->state = 0;
3436 animate_object(who, who->direction);
3437 }
3438 }
3439 }
3440 }
3441 else if (item->type == FORCE) {
3442 /* forces in the treasurelist can alter the player's stats */
3443 object *skin;
3444 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0;
3446 skin=skin->below);
3447 if (skin == NULL) return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf(buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) {
3456 if(item->path_attuned & (1<<i)) {
3457 if (j)
3458 strcat(buf," and ");
3459 else
3460 j = 1;
3461 strcat(buf, spellpathnames[i]);
3462 }
3463 }
3464 strcat(buf,".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf);
3466 }
3467
3468 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK);
3475
3476 /* print message if there is one */
3477 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3169 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3479 }
3480 else {
3481 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp));
3484 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp);
3487 }
3488}
3489 3170
3490/** 3171 /* Give player new face */
3491 * Unready an object for a player. This function does nothing if the object was 3172 if (item->animation_id)
3492 * not readied. 3173 {
3493 */ 3174 who->face = skop->face;
3494void player_unready_range_ob(player *pl, object *ob) { 3175 who->animation_id = item->animation_id;
3495 rangetype i; 3176 who->anim_speed = item->anim_speed;
3496 3177 who->last_anim = 0;
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3178 who->state = 0;
3498 if (pl->ranges[i] == ob) { 3179 animate_object (who, who->direction);
3499 pl->ranges[i] = NULL; 3180 }
3500 if (pl->shoottype == i) {
3501 pl->shoottype = range_none;
3502 } 3181 }
3503 } 3182 }
3504 } 3183 }
3184 else if (item->type == FORCE)
3185 {
3186 /* forces in the treasurelist can alter the player's stats */
3187 object *skin;
3188
3189 /* first get the dragon skin force */
3190 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3191 ;
3192
3193 if (!skin)
3194 return;
3195
3196 /* adding new spellpath attunements */
3197 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3198 {
3199 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3200
3201 /* print message */
3202 sprintf (buf, "You feel attuned to ");
3203 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3204 {
3205 if (item->path_attuned & (1 << i))
3206 {
3207 if (j)
3208 strcat (buf, " and ");
3209 else
3210 j = 1;
3211 strcat (buf, spellpathnames[i]);
3212 }
3213 }
3214 strcat (buf, ".");
3215 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3216 }
3217
3218 /* evtl. adding flags: */
3219 if (QUERY_FLAG (item, FLAG_XRAYS))
3220 SET_FLAG (skin, FLAG_XRAYS);
3221 if (QUERY_FLAG (item, FLAG_STEALTH))
3222 SET_FLAG (skin, FLAG_STEALTH);
3223 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3224 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3225
3226 /* print message if there is one */
3227 if (item->msg != NULL)
3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3229 }
3230 else
3231 {
3232 /* generate misc. treasure */
3233 tmp = tr->item->instance ();
3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3235 who->insert (tmp);
3236 }
3505} 3237}
3238
3239//-GPL
3240
3241sint8
3242player::darkness_at (maptile *map, int x, int y) const
3243{
3244 if (!ns)
3245 return LOS_BLOCKED;
3246
3247 int dx, dy;
3248 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3249 return LOS_BLOCKED;
3250
3251 x += dx - ns->current_x;
3252 y += dy - ns->current_y;
3253
3254 return blocked_los (x, y);
3255}
3256
3257void
3258player::infobox (const char *title, const char *msg, int color)
3259{
3260 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3261}
3262
3263void
3264player::statusmsg (const char *msg, int color)
3265{
3266 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3267}
3268
3269void
3270player::failmsg (const char *msg, int color)
3271{
3272 play_sound (sound_find ("generic_failure"));
3273 statusmsg (msg, color);
3274}
3275

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